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The • The N64’s history


• Key developers
• What to collect
• The Expansion Pak
• The N64 DD

BOOK • GoldenEye 007


The ultimate • Perfect Dark
collector’s • Super Mario 64
guide to • Banjo-Kazooie
N i nt e n d o 6 4 • The Legend Of Zelda:
Ocarina Of Time
• Diddy Kong Racing
• Mario Kart 64
• Lylat Wars
• Super Smash Bros.
• F-Zero X
• Sin & Punishment

• Star Wars:


Episode 1 Racer
• Mischief Makers
• Shadow Man
• Blast Corps
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Digital
Edition

Over

60
iconic games
inside
Welcome to
The

BOOK
Nintendo’s 64-bit console certainly had a fight on its hands when it launched in June
1996. Sony’s first console, the PlayStation, had launched 18 months previously, and
was proving a tremendous threat, attracting both gamers and third-party developers
who were desperate to experience the new console. For the first time since launching a
games console, Nintendo found itself struggling, and while it would eventually go on to
lose out to Sony’s 32-bit console, its machine is still worth owning. After all, Nintendo’s
console has some of the best games from its generation, from the sensational The
Legend of Zelda: Ocarina of Time to Super Mario 64, two games whose influence can
still be felt within their genres today. Rare itself was a powerhouse on the system, ably
supporting Nintendo and delivering classics such as Banjo-Kazooie, Perfect Dark and
GoldenEye 007. It’s now 20 years since the console’s European launch, so there’s never
been a better time to celebrate what makes Nintendo’s console so special.

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BOOK
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The N64 Book Second Edition


© 2017 Future Publishing Limited

Part of the

bookazine series
42

34
62

Contents
The

BOOK

56 98
 Nintendo 64: A celebration
8 56 Making of: Goldeneye 82 Making Of:
64 reasons to own Nintendo’s 64-bit console Key member of Rare discuss their hit FPS Star Wars: Episode 1 Racer
24 Nintendo 64 Retroinspection Learn how LucasArts made its exhilarating racer
Classic Moments: F-zero X
62 
Learn the history of Nintendo’s system  intendo’s fast-paced racing game is full of gut-
N 86 Peripheral Vision:
wrenching moments. Which do you remember?
30 Nintendo 64 Perfect ten Nintendo 64 controller
The ten games you really must experience 64 Minority report: Nintendo 64  e take a look at the inventive peripheral that
W
 take a look at some of the most bizarre and
We launched Nintendo’s 64-bit powerhouse
32 Nintendo 64 And The rest
interesting games to grace Nintendo’s console
How many of these selected games did you play? 88 Retro Revival: The Legend Of
34 The Big Feature: Nintendo’s 68 Retro Revival: Zelda: Majora’s Mask
3D Game Changer Pokémon Stadium  earn why this sequel to Ocarina of Time’s is still
L
Key developers on the magic of Super Mario 64 Find out what happened when Pokémon went 3D worthy of your precious time

44 Retro Revival: International The big Feature: How Rare


70  90 The big feature: Top 25
Superstar Soccer ’98 Ruled The nintendo 64 Nintendo 64 games
 iscover why Konami’s arcade-based football
D T he top developer from Rare revealed how they  eaders reveal the games that shaped
R
title is still worth a kick around made their hit games for the 64-bit system Nintendo’s cartridge-based console

The Big Feature: The Legend


46  Retro Revival: Mario Kart 64
80  98 Eastern Promise:
Of Zelda: Ocarina Of Time  arran Jones explains why Nintendo’s 64-bit
D Sin & Punishment
Your guide to one of Link’s most important quests follow-up to Super Mario Kart was worth owning Why you must play Treasure’s sensational blaster

6 | N64 Book
80
100

124 110
134

140

100 History of: banjo-kazooie 124 retro revival: Pokémon Snap 146 N64 Collector’s Guide
 hris Sutherland and Gregg Mayles reveal how
C 
When Darran isn’t snapping pictures of birds, he’s  ver been interested in collecting for Nintendo’s
E
they turned a bird and bear into one of the N64’s capturing Pokémon in this fantastic N64 game 64-bit console? Then this 12-page buyer’s guide
most successful platformers is the perfect place to start
126 making of: Shadow man
108 Retro Revival: Wave Race 64 T he developers at Acclaim reveal the origins of their 158 retro revival:
T here’s a reason everyone mentions this game’s atmospheric and gory third-person adventure Kirby 64: The Crystal Shards
water effects. They still look amazing today It’s not the best game in the franchise, but
132 retro shamer: Super man 64 this delightful little platformer is still worth
110 Ultimate Guide:  veryone knows this lousy Titus effort is awful,
E experiencing
but just how terrible is it? Prepare to find out
Turok: Dinosaur hunter
 verything you need to know about Acclaim’s
E 134 ultimate guide:
dino-themed first-person shoot-’em-up Super Smash Bros.
 e bust open that classic N64 game that pitted
W
116 Classic moments: iconic Nintendo characters against each other
Mischief Makers
 ll the best bits from Treasure’s incredibly quirky
A
140 retro revival: Perfect Dark

Find out how Rare’s follow-up to GoldenEye was
2D platformer. How many do you remember? a little different
118 making of: excitebike 64 142 Making Of: Diddy Kong Racing
 e reveal the secrets behind Left Field’s
W  iscover how plans to create a sequel to an 8-bit
D
sensational dirt-bike-based racing game classic turned into a brand new game

N64 Book | 7
nintendo 64:
A Celebration
It’s amazing to think that Nintendo’s 64-bit console recently passed its
20th anniversary. To celebrate this momentous occasion we reveal 64
essential things that make us love the system

Official

Seal of Quality

8 | N64 Book
64-bit Power
02 ■ Atari may have claimed to have the first 64-bit
console, but in reality the Jaguar used 64-bit
architecture in conjunction with two 32-bit RISC processors and a
16/32-bit Motorola 68000, while the N64 offered true 64-bit power.
Today, 64-bit processors can be found in all gaming systems
and the architecture has become the standard for the industry.
However, it was Nintendo’s forward-thinking and that vital team-
up with Silicon Graphics which paved the way for this revolution;
while Sony and Sega were happy with 32-bit machines, the Big N
strived to go one better and broke new ground as a result.

» Super Mario 64 broke boundaries


upon its original release. It’s still an
The n64 kid
incredible experience.
YouTube sensation, Brandon Kuzma, is
» Many fans still regard Ocarina Of
Time as the best ever Zelda game.
all grown up, but he still loves the N64
Did you know you were getting a
N64 or was a surprise?

the
We were told by our parents it was
never gonna happen… ‘melts your
01 brain’ and all that. So to see it under

console
the wrapping paper felt unreal. For
a second I thought it was too good to be true, and that
there had to be a catch. Well, it turned out there was…
we weren’t allowed to buy any games. The plan was to
On paper, the Nintendo 64 seemed like a huge rent from blockbuster, however this didn’t last long.
gamble back in the mid Nineties. It was built on
Silicon Graphics technology that was unproven in Why did you upload your video and did you expect
the games arena, it used cartridges at a time when gaining the unflinching support of key third-parties it to go viral like it did?
the industry was shifting towards cheaper and more such as Konami, Capcom, Namco and – possibly We would always would raid this chest of VHS-C home
spacious optical media and it came bundled with a most painful of all for Nintendo – SNES stalwart movies to watch as our form of entertainment back
bizarre-looking controller that only made sense when SquareSoft. These days the notion of a Nintendo then… my dad always documented everything. That
it was in your hands. However, taken in a wider console relying almost solely on first-party software N64 moment was always a classic tape we’d laugh at,
context, it’s easy to see why Nintendo’s higher-ups isn’t all that shocking – the Wii U has certainly been in along with the time my aunt accidentally nailed her six-
were supremely confident about the console’s that boat – but the N64 arguably marked the first time year-old son in the face with a snowball from 50 feet
chances; following the stunning commercial that the Kyoto veteran found itself wanting in terms of away. Anyways, I was into making websites to show
success of the NES, Game Boy and SNES, the publisher and developer support. The vast majority of videos on that I would make. YouTube didn’t really exist
Japanese firm was unquestionably the company the console’s big hitters were all home-grown efforts, then or at least I didn’t know about it yet. So, one day I
to beat at the time and the N64 was viewed by or came from second-party studios firmly ensconced uploaded the video straight into the html code and sent
many as the platform that would beneath Nintendo’s wing. The pattern began with it to my buddy to see if he thought it was funny with the
continue Nintendo’s dominance. the sublime launch title Super Mario 64, and would added slowmo. From there, I posted it to a skateboard
Of course, the benefit of hindsight means continue all the way up to The Legend Of Zelda: filming forum called skate perception, and [without
we now know that things didn’t quite go Majora’s Mask and Rare’s excellent Banjo-Tooie. The me knowing] someone by the username ‘raw64life’
according to plan. Still smarting from being N64 was a machine that you bought primarily to play uploaded it to YouTube (youtube.com/user/raw64life).
jilted by Nintendo a few years previously, Nintendo games. About a week later, I checked my MySpace and noticed
Sony gatecrashed the games industry and While the lack of Final Fantasy and Street Fighter I had pages upon pages of friend requests and didn’t
thoroughly embarrassed ‘The Old Guard’, may have curtailed the commercial success of the know why. It took a couple days to realise it was on
N64, the fact that it became so closely linked with YouTube, and was getting a lot of attention.
Nintendo’s own output ironically made it feel all
the more special. While Sony was largely reliant What is it about the console that you like so much?
on other companies to produce its bestselling Man, it just felt right.
PlayStation games and Sega’s short-burst arcade
conversions began to lose their appeal in the living Why do you think the N64 remains so popular?
room as players demanded more bang for their For us Eighties and Nineties kids, I think it could
buck, it fell to Nintendo’s crack network of internal mainly be linked to nostalgia. Pure joy of finding
studios to produce the kind of groundbreaking something new, and letting your brain get lost. But
software that defined the era. The aforementioned the new generation that didn’t grow up with it, I think
Super Mario 64 laid down the foundations of the are intrigued just from hearing about this legendary
3D action genre, influencing not only hordes of console from everyone else. I mean… it’s Nintendo.
d
» Many PlayStation owners scoffe
at the N64. That soon changed
upon playing GoldenEye.

N64 Book | 9
Gotta collect ’em all
03 ■ Limited edition consoles are all the rage nowadays, but before
the days of the N64 they were a relative rairty. Sure, you had
various systems that were packaged with popular games, but you rarely
had different coloured models and matching joypads. Nintendo’s console
was one of the first to run with the idea, and, alongside Sega’s Saturn,
ensured that hardware collectors always had different variations to add to
their growing collections. Whether it was a gorgeous-looking gold console
or the colourful Pikachu model there was something for everyone.

Kev Bayliss
The ex-Rare industry veteran spills his
love for Nintendo’s console
What’s your favourite N64
game and why?
Easily Mario 64, because it was
the first 3D game I fell in love with. The Importance
Excellent graphics, an immersive
world and fantastic gameplay – I 04 Of Silicon Graphics
■ In the early Nineties, Silicon Graphics was seen as the pinnacle
played it for weeks. In fact, I think I’m going to have to of computer graphics hardware. When computer-generated visuals began
play it again soon, now that I’ve reminded myself just to surface in Hollywood, it was Silicon Graphics’ hardware doing the heavy
how good it was, and still is! lifting – between 1995 and 2002, every film nominated for an Academy
Award for Distinguished Achievement in Visual Effects was created using
As a developer, what was your favourite element a Silicon Graphics system. The cachet which came with the name helped
of the N64 hardware? Nintendo build anticipation for the N64. By teaming with the company, the
Hard to say really, it was a leap forward from 2D Kyoto firm was sending out a clear message to its rivals and the industry
graphics, so of course the whole development process at large – ‘We’re dealing with the future, everyone else is in the past.’
was completely different. This was very exciting and
offered us so many possibilities when designing levels,
and character control too. Nintendo’s own first-party content with some of
the best titles of the generation. Rare established
What were your first thoughts when you picked up its reputation on the NES, Game Boy and SNES,
that unique controller? but it would be on the N64 that the Twycross
The controller had suddenly also become three- firm truly cemented its position in gaming history.
dimensional, and rather than a keypad, we now had Early titles like Blast Corps and Killer Instinct Gold
a joystick which gave us much more control over a showed a company getting a feel for the tech, but
character’s movement. I used to play around with » Nintendo’s console excelled at multiplayer gaming, so titles like it would be later releases like Diddy Kong Racing,
the controller when creating Diddy Kong Racing and Micro Machines 64 Turbo were plentiful. Banjo-Kazooie and GoldenEye 007 which would
amuse myself for hours by making the car manoeuvre turn heads and win over a generation of new fans.
in so many different ways which would not have been ‘me-too’ cute and cuddly platformers, but also The latter was a particularly potent weapon in the
possible on any previous Nintendo controller. establishing the framework which practically every console’s armoury; not only did it outgun many
3D title would adhere to over the next 20 years. The first-person shooters on the PC, it flew in the
Thinking back, what aspect of the N64 would you Legend of Zelda: Ocarina Of Time took the stale face of the popular opinion that games based on
have changed if you could? adventure genre and did the same trick, offering movies were uniformly terrible. Bond’s penchant
If I could have changed anything I would have loved players the kind of immersive 3D world that had for shooting baddies in the face also ran contrary
larger capacity for textures. We managed to squeeze previously been confined to their imaginations. Other to Nintendo’s squeaky-clean, family-friendly image,
a lot more from the hardware on later projects, but I standout releases – such as Star Fox 64, F-Zero X, but it was precisely this kind of content that the
think that you were always wanting a larger texture Pilotwings 64 and Mario Kart 64 – all proved that company needed to fight back against Sony’s
resolution for your graphics. On the other hand we had when it came to creating the best, Nintendo was ‘cool’ and ‘mature’ PlayStation. In fact, the N64
to make as best use out of the small texture dudes as practically untouchable. was perhaps the first time that Nintendo made the
we could, which taught us to be more creative and also Then there was Rare. The legendary UK studio conscious effort – in the west, at least – to balance
helped create a unique look for many N64 games. Oh, is now part of Microsoft’s empire and – if you were its software output between its ‘safe’, kid-friendly
and the look of the console itself, I absolutely hated feeling particularly uncharitable – could be seen as titles and games aimed at the players which had
it back then, but now I look and see all of these fancy struggling to match its Nintendo glory days, but grown up alongside the company’s 8-bit and 16-bit
ones in orange and other cool colours, which makes during the N64 period it was revered as one of the systems and now demanded experiences of a more
me want to buy one again. world’s leading development lights and augmented mature persuasion.

10 | N64 Book
Sticking with cartridges
05 ■ Many critics will state that Nintendo’s decision to stick with
Chris
Sutherland
cartridges when the entire industry was moving to CD-ROM
cost it dearly, and it’s certainly true that the decision resulted in expensive
games, annoyed publishers and limited storage space. However, it also
meant that loading times were almost non-existent when compared to CD,
and developers were able to harness increased access speed to build more
The Playtonic maestro revisits Rare’s
convincing, immersive worlds. On a more superficial level, it’s much more
halcyon days on the N64
satisfying plugging in a cartridge than it is inserting a CD-ROM – something
What was the N64 like to
that has become even more apparent over the past two decades.
program for?
This was the first time some of the
Rare engineers had coded in C – until
then, everything had been written in
assembly language.
Going from assembler, where you hand-coded
every instruction the processor used, to C where you
were more reliant on the ability of the compiler made a
few folks wary at first – people were asking: ‘Could we
trust the compiler to do a better job than humans?’
In some ways, the machine felt underpowered,
possibly because we’d previously been working with
high-end prerendered visuals displayed as animating
2D sprites, so having to render everything in real time
meant the number of moving items on the screen was
less than we’d been used to. That seems kind of weird
when we think of consoles these days and we expect
each one to be more x times powerful than that the
previous, but here this was transitioning to a different
way of displaying and interacting with games, and the
starting point was quite basic.

Why Was Rare able to get so much out of the N64?


There’s a few reasons, all of which related to extra

I used to play development time! First, we were probably one of the


first studios to have access to an N64 devkit. Second,

around with the controller the Rare teams had been used to working with 3D
models previously, so, although the tools may have

when creating Diddy been a bit different and we had to actually lower
our polygon count and texture sizes, we were up to

Kong Racing speed with the principles. Thirdly, some of our games
actually had ‘extra development practice time’ before
Kev Bayliss they started development - Banjo-Kazooie had about
Of course, software was just one side of the an extra year of previous work as ‘Dream’ and Conker’s
N64’s appeal. While it could be argued that the » Nintendo’s console had a number of great exclusives, this is the Bad Fur Day begain as ‘Twelve Tales’. Although much of
console’s chunky, plastic design was something of a rather spiffy Doom 64. the code and assets may have been redone, the earlier
throwback when compared to the sleek, consumer phases meant various tools and workflow could be put
electronics look of the PlayStation, Nintendo’s it’s little wonder that Sony and Sega quickly released in place. Finally, Tim and Chris had a ‘ready when it’s
console retained the playful, toy-like aesthetic which their own analogue interfaces, a clear admission that ready’ approach. This approach would I believe have
made the firm’s previous hardware so appealing and both publishers had been caught napping. been sustained via sales from Rare’s NES/SNES titles.
approachable. From the colourful buttons on the pad The history books are pretty clear – PlayStation:
to the satisfying, old-school sensation of inserting over 100 million sold worldwide, N64: 32 million – What’s your favourite N64 game and why?
cartridges, the N64 tried to maintain links with the but pure sales figures surely cannot be seen as a It’s hard to justify choosing anything other than
past while simultaneously pushing the boundaries true indicator of worth in this case. Siding with Sony Mario 64 for showing how a platformer could work in
of the industry. Nowhere was this more apparent during this particular console war meant missing three dimensions. But I’m going to choose… GoldenEye
than in the design of that iconic controller; a three- out on some stunning videogames, games which 007, and not specifically because it was a Rare title, but
pronged affair which could be held in a variety of would influence the course of the industry for years because a group of us played four-player split-screen
ways depending on the game in question. For titles to come. Where would the console FPS genre be for pretty much every lunchtime over several years!
like Killer Instinct, the eight-way D-pad was the input without GoldenEye? Would we have such assured 3D
of choice, but GoldenEye 007 required you to grip the action titles without Mario 64? How much additional What were the N64’s strengths?
middle of the pad so you could access the analogue catching up would have been required in the realm Being the first console where games could display
stick and Z-trigger, the latter of which was found on of 3D adventure games were it not for the existence real-time rendered visuals – being first means a lot if
the underside of the unit. Analogue control wasn’t of Ocarina Of Time? When would analogue control you are exploring new methods of play. The controller:
new to the games industry, even back in 1996, but have become standard had Nintendo not taken the the idea of an analogue stick was a revolutionary jump.
Nintendo was the first hardware maker to bring it plunge, given than both Sony and Sega decided But, ultimately, it was the software that set it apart – in
to such a large number of players. The moment against bundling such pads as standard? These are all particular with the genre-defining Mario 64.
you realised that you could make Mario shift from questions which we don’t have to ponder, as the N64
a saunter to a spring with just a little push of the – despite losing out to the PlayStation in the long run
stick told you all you needed to know – this was an – ended up being far more influential than its sales
absolutely groundbreaking move in game control and total would suggest. That’s Nintendo’s Midas touch.

N64 Book | 11
Defining 06
multiplayer
The N64 ushered a new era
of multiplayer and set the
standard for years to come
While it’s important to remember that the N64 wasn’t the first console to
feature four controller ports, it standardised them going forward. The Atari
5200 beat it to the punch and several systems featured ways of adding
controllers, but the N64 wore its multiplayer endorsement on its sleeve.
Many games were built with four controllers in mind, meaning multiplayer
gaming nights became the norm rather then the exception.

07
s...
Sam pick
1080º Snowboarding
■ Cool Boarders may have paved the way for
the over-the-top likes of SSX, but 1080º was the
more intelligent and complex game. Controls
seemed complicated at first but once you got
into the flow, gliding down the mountains
felt both effortless and empowering,
and landing a perfect trick was
just the best feeling.

08 09 10

Super Smash Bros. 1999 Mario Party 1998 Turok: Rage Wars 1999
■ Nintendo’s unconventional brawler is still one of the finest ■ Mario Party was a big success for Nintendo and it’s easy to see ■ Although it received a relatively lukewarm reception from critics
multiplayer games on the N64. The 12 available characters all why. It features all the company’s most famous characters, from upon its 1999 release, Turok: Rage Wars earned itself a place in N64
play very differently to each other – as well as assure that popular Mario to Kirby, and sees them all battling for supremacy in 50 cartrige slots thanks to its four-player action. Like Rare’s Perfect
Nintendo franchises are suitably represented – while the relatively varied mini-games. The progression around the large, interactive Dark, it introduces AI bots to multiplayer, too. Unlike its stablemate,
cramped stages ensure that you’ll always be involved in a frantic game boards could be a little long-winded at times, but the however, Turok: Rage Wars is purely a multiplayer experience,
scrap. Although the mechanics have obviously been refined in the entertaining mini-games more than made up for it. Whether you’re channelling the chaotic pace of Quake III but adding in dinosaurs
later Smash Bros. games – notably in its direct GameCube sequel, blowing up Koopas to make them burst, diving for treasure or and some truly brutal weapons for good measure. Icky weapons,
Super Smash Bros. Melee – there’s still something wonderfully pure simply walking across tightropes, the gameplay was constantly well-designed levels and the ability to play as a raptor meant that
and fun about the original. entertaining and filled with variety. you’d be having fun for a while…

12 | N64 Book
q&A: Duncan
Botwood
Perfect Dark’s level designer revisits
Rare’s awesome multiplayer game
What did the Expansion Pak bring to
Perfect Dark?
The single-player game, to be brutally
honest. If you didn’t have the Expansion
Pak you only had access to the
multiplayer game.

What improvements did it offer over GoldenEye?


We had a more mature art process for creating and
texturing environments and a more coherent sense
of what the gameplay should be from the start. The
multiplayer was much more extensive and we pushed
hard on the customisation options. Most of the audience
reaction from GoldenEye was to do with the multiplayer
so we wanted to make sure that it got more dev time. Not
tricky – GoldenEye’s multiplayer mode was made in six
weeks by two people.

How integral do you feel that the AI bots were to


Perfect Dark’s multiplayer?
They were awesome. Full kudos should go to the coders
that worked on them. They added so much with just
simple character rules (e.g. kill the player who killed
me last; kill the scoreboard leader, etc.). They effectively
added a single-player challenge mode, a multiplayer co-
op mode and a free-for-all brawl mode to the game. And
I think you had access to that without the Expansion Pak.

What were the main improvements over GoldenEye’s


multiplayer for you?

11 12
A better range of options for customising the game by
swapping out any and all of the items that appear in the
maps, changing the game rules like number of lives and
so on. You could even add a health handicap to level the
playing field between high and low skilled players. Then
you could save your settings to the Controller Pak and
take them to your friend’s house if you needed to – the
combat sims, too, of course.

What’s the best weapon in the multiplayer mode for


Perfect Dark and why?
The Laptop Gun. Decent SMG with an above average mag
size... and then a turret. The FarSight was a little too tricky
Mario Kart 64 1996 Perfect Dark 2000 to use to be the best weapon, and you were reasonably
■ We nearly didn’t include Mario Kart 64, due to the inclusion of ■ We know what you’re thinking: ‘Where’s Bond?’ Well, we are safe from it if you kept moving. The Laptop Gun suits a
the Blue Shell, but that wouldn’t be fair to it. Even though the shell going to say this rather quietly, but Perfect Dark was far better sneaky horrible person, like myself, who likes setting
is massively overpowered, there are plenty of reasons why Mario than GoldenEye. There were better-designed levels, excellent new traps for other people.
Kart 64 was an essential multiplayer experience. While the tracks weapons (including the Laptop Gun) and the same tight controls
are a little on the wide side, they’re all great fun to race around and that worked so well in GoldenEye. Oh and it used AI bots, too, What’s your favourite N64 game and why?
are filled with all manner of obstacles to negotiate. As entertaining ensuring you could always play, even when you were on your own. Smash Bros., beyond a shadow of a doubt. Smash Bros.
as the Versus Mode of Mario Kart 64 was, it was the insanely There’s even an excellent co-operative mode, allowing you to go Melee is a close second – but it’s on GameCube. Peerless
hectic Battle Mode (where you must burst your opponents’ three through the entire game with a friend. Stand down, 007: we’re going design and implementation. Who knew Kirby was such a
balloons), which really fuelled competitive play. with Joanna Dark for FPS supremacy. stone-cold killer? Who knew Ness could be so annoying?
Falcon Punch? Yes, Captain. Yes you can.

N64 Book | 13
13 A Rare talent
Nintendo’s right-
hand studio boasted 14 Q&A: Chris
brilliance… Seavor
It’s almost impossible to state just how
We sit down with the filthy animal who
important Rare was to Nintendo during
brought Conker to the N64
the late Nineties. If the Twycross-based What’s your favourite N64
developer had been good on the SNES – game and why?
delivering one key trilogy of games, Donkey Ocarina Of Time. I came late to the
Kong Country – but it was phenomenal on Zelda games when I bought a cheap
the N64, cranking out excellent games at a SNES not long after I started at Rare,
furious pace for the entire life of the console Blast Corps 1997 and I’ve loved them ever since. It’s
– and most of them were original properties, ■ If any of Rare’s N64 games can be considered to have flown also a rather good ‘Design 101’ handbook which I often
too. How do you even pick which games to under the radar, it was this carnival of destruction. The premise is return to for inspiration when I get into a rut with my
focus on with a line-up this good? For you, that stuff needs to be knocked down, and you are the only person own fumblings. ‘Classic’ is an overused term in the
dear reader, we shall try… that can do it – whether that’s in a bulldozer, a massive dumptruck, industry today, but Ocarina defines the word.
or even a jet-fuelled robotic smashing machine. There’s a primal
thrill in breaking things, and this game captured it perfectly. As a developer, what was your favourite element
of the N64 hardware?
The controller was a revelation, although when I first
saw the prototype I thought, ‘WTF is that?’ It had

15 16
the functionality of the released version but not the
aesthetic. However, once you picked it up and got a
feel for it I understood this was something different.
Doesn’t matter a jot what the hardware can do if the
point of contact doesn’t compliment the games it will
run. Of course, as always with Big N, the controller is
developed in tandem with the software it will touch.

How did you feel about Nintendo sticking with


cartridges for the N64?
Fine. In fact, I like cartridges! Fast access outweighed
the main disadvantage of the smaller storage size by a
Diddy Kong Racing 1997 Banjo-Kazooie 1998 mile, and again it fitted into the type of games Nintendo
■ Only a madman would try to fit a racing game into an adventure ■ Who’d have guessed that a project that started on the SNES were making… FMV? Nah, that shit got old quickly, and
format – but Rare was full of madmen and they made it work. would become one of the top N64 games? Aside from the lovable no one said the load times on the PS were awesome.
Diddy Kong, Banjo, Tiptup and friends race across a variety of bird and bear duo that give the game its title, the appeal of Banjo-
stages, using hovercrafts and planes to add variety to the regular Kazooie lies in the sheer amount of stuff to be done – you have What aspect of the N64 would you have changed?
karting gameplay. With bright visuals, jolly music and memorable so many moves at your disposal, and every level is packed with Memory for textures was very limiting. They were
boss races, it was a highlight of many an N64 gamer’s collections. objects to find and tasks to complete. This was platforming’s peak. tiny, and if you wanted any alpha as well they were
microscopic. The youngsters today making levels
and characters don’t know how lucky they are!
Having said that, these restrictions also allowed

17 18
Rare to shine, because (and let’s be honest) we really
pushed the boundaries of the system graphically,
more so than Nintendo.

19
s...
Luke pick
Jet Force Gemini 1999 Conker’s Bad Fur Day 2001 Space Station Silicon
■ Blasting aliens has been a fun part of videogaming since Space ■ Once upon a time, Conker was a sweet-natured platform game Valley
Invaders and Jet Force Gemini was Rare’s attempt to bring that sci-fi mascot, but Rare warped him into the filthiest animal we now ■ Original puzzle games were few and far
violence to the N64. It lives up to the developer’s high standard of know – and we’re thankful for it. Nintendo declined to publish this between on the N64, but at least here I got the
presentation, while offering a boatload of baddies to tear apart game, which featured vomiting, alcohol, profanity, violence and, of robotic animal silliness of Space Station Silicon
with lasers. Plus, the bear-like Tribals are adorable, making saving course, a singing pile of poo. It was also a highly-enjoyable game, Valley. Possessing creatures granted abilities
them worthwhile – even if the controls weren’t perfect. which is why you’ll be lucky to find a copy for under £80. to help reach new areas and overcome
challenges. Truly an overlooked
gem in the N64’s library.

14 | N64 Book
Taking
control 20
The ‘Trident’ introduced Expansion Port
innovations that would be ■ The ability for controllers to host secondary
peripherals was rare before the N64 came along,

copied for years to come… and it was a feature that got good use. Controller
Paks could store additional save data, and the
Rumble Pak added force feedback – a feature
Having successfully innovated with its previous NES and SNES which soon became standard. Additionally, the
controllers, Nintendo wasn’t content to deliver a conservative Transfer Pak allows players to read data from
evolution for its bold new 64-bit console’s controller – instead, it their Game Boy cartridges.
delivered an eclectic mixture of classic elements and new features
which showed dedication to the 3D gaming future. The resulting
unique design became an integral part in not only the N64’s legacy
but gaming as a whole.

C-Buttons
■ It might seem odd that the N64 controller
should have six face buttons, only to make
four of them smaller and brand them
collectively as C-buttons. However, it’s a sign
that Nintendo was thinking about 3D game
design on a different level to everybody else –
these were intended for camera control, hence
the assigned directions.

Analogue stick
■ Analogue control dates back to the
very earliest days of gaming, but by the
mid-Nineties it had been relegated to
arcade cabinets and oddball peripherals
like Namco’s NeGcon. The N64 controller
correctly identified the need for more The Z-Trigger
precise movements in 3D games, and ■ Nobody was putting buttons on the backs of
other manufacturers swiftly followed their controllers before the N64 came along,
Nintendo’s lead. but the trigger under the middle prong of the
controller was a stroke of genius – it was
comfortable and easily accessible. The idea has
been a staple of controllers ever since, with
triggers featuring on the Wii controller as well as
The Trident other manufacturers’ designs.
■ The N64 controller was different to anything
that had come before, and nothing since has
been quite like it. This was in large part due to
its three-pronged design, which was intended to
make the controller comfortable to use whether
you were playing with the D-pad or the analogue
stick. It’s a divisive design, but an undeniably
innovative one which has its fans.

N64 Book | 15
The Legend Of Zelda:
22 Ocarina Of Time 1998
■ A glorious time-hopping adventure, with
the titular Ocarina truly empowering players
to manipulate the game world and even the
passage of time itself.

■ Navi may have been chatty, but her


reluctance to ruin puzzles meant that there was
a real sense of accomplishment whenever you
overcame a mental hurdle.

GoldenEye 007
23
■ Interconnected side quests complement the 1997
main narrative brilliantly, offering plenty to do at
■ Difficulty levels were made to matter
any given time and granting great rewards for
for the first time, with harder versions of levels
those willing to go beyond the call of duty.
throwing in additional objectives that must be
completed in order to finish the level.

■ Licensed games have always had a pretty


ropey track record, with Rare’s shooter arguably
the one that showed us that they could be great
rather than just awful or decent.

■ The first great multiplayer FPS on console,


with unlockable characters, modes and options
to keep the deathmatch fun going pretty much
forever. Thanks, Steve Ellis.

Genre-Defining Games
When Nintendo created the N64, it couldn’t
have foreseen the impact that some of its

21 games would have going forward. While


certain games were a testament of their time,

The N64 may have had a smaller library than Sony’s bravely blazing trails that immediately affected
their own generation, a certain few would go

PlayStation, but its releases were no less important. on to influence genres for many, many years
to come. It’s telling that some of the biggest
In fact, some were groundbreaking… games of the N64 are still influencing certain
games today. In fact, here’s just a few of them.

F-Zero X Super Mario 64


24 25
1998 1996

■ Perfectly transitioned the series from Mode 7 magic to ■ A masterclass in translating 2D gameplay elements to a
full 3D for the first time, with expert balancing of visual elements 3D environment, pioneering techniques and systems that are still
allowing it to do so without sacrificing a silky 60fps frame-rate. used in games to this day.

■ One of the earliest examples of procedural generation in a racing ■ The castle hub offered a modern twist on the map-based
game, with the X Cup allowing for near-endless replayability by structure of earlier games, with numerous tasks per stage and
creating courses on the fly. many a secret hidden among them.

■ A punishing difficulty curve made mastery of both handling and ■ New power-ups were perfectly pitched to show off the
courses essential, going against the grain compared to a lot of advantages of full 3D, the Wing Cap letting players soar above
other games on the console. stages and the Metal Cap letting Mario venture deep underwater.

16 | N64 Book
26
s...
q&a: Steve Drew pick
Ellis star fox 64
■ We were wowed by the SNES original, sure,
The creator of GoldenEye 007’s but Star Fox 64 took everything Star Fox did
stunning multiplayer gets misty-eyed well and supercharged it, making it the definitive
game in the series. Heck, it’s so revered that it
Why do you think Rare dominated

27
was remade for the 3DS and even the most
on the system?
recent game in the series, Star Fox Zero,
Rare’s teams were in a fortunate
took heavy inspiration from this
situation where the management
N64 classic. It’s brilliant!

the best
were able to shield them from
the constraints that most other
developers had to operate within. When you’re

LICENSED GAMES
breaking new ground, it’s hard to do it according
to a timetable and things usually take longer than
you think that they will. Most of Rare’s games were
released later than originally intended because Rare’s
management were able to grant the extra time that
they needed to allow them to become great. Other
teams weren’t so fortunate. The N64 proved that a licence didn’t have to
How does it feel know you created one of the N64’s be throwaway rubbish
most defining games?
I feel lucky – in many ways it was an ideal time to get
into the industry, just as it started to transition from 2D

28 29
to 3D. New ground was being broken every day, and it
was exciting to have the opportunity to be involved in a
project where we had so many chances to push things
forward and do things that hadn’t really been done
before. Almost two decades later it’s great to look back
and think, “I helped make that happen,” and to see the
steps that others have taken down the path that we
were forging at that time.

When did you realise GoldenEye 007 was going to


be a big hit?
I remember discussing the sales potential with Chris
Stamper as we approached release and the consensus Star wars episode I: racer 1999 Tony Hawk’s Pro Skater 2000
within Rare’s management was that we would sell ■ The long-awaited first instalment of the Star Wars prequel trilogy ■ While it might have originated over on the PlayStation,
between 2 million and 4 million units. The realisation disappointed cinema audiences, but we did get something excellent Activision’s extreme sports series was also beloved by N64
that it might exceed those numbers came gradually. out of it in the form of this excellent racer. LucasArts managed to fans. An excellent effort was made to squeeze everything onto a
First we were sold out over Christmas 1997. Then we turn a single sequence in the film into a fully fleshed-out game, cartridge, even including the licensed soundtracks, and the score
started to see weekly US rental charts, and week after with multiple tracks across a variety of planets and all manner of attack gameplay with secret-filled levels is a formula that works
week, GoldenEye was at number one. Then the awards alien racers. It was capable of competing against franchises like anywhere. Tony Hawk’s Pro Skater 3 became the very last N64
started coming. It was probably only after that point F-Zero and WipEout, which says everything you need to know. game when it was released in 2002.
that we really started to realise that the game was a hit
– but even then, I didn’t expect that anyone would still
be talking about it after two decades!

30 31
How do you think GoldenEye’s multiplayer now
stands up today?
To be honest, it’s been a long time since I played it, and
it’s an interesting experience. While it’s enjoyable to
play for a while and remind myself of what made those
games great, it’s never something that I do for long
periods. Games have moved on rapidly, and I soon find
myself missing many of the developments that came
later. I expect that playing GoldenEye’s multiplayer now
would be a similar experience – it would be great to
see some of the things that we did first, and maybe
have a little fun along the way. But, yeah, I think I would
soon start to miss the things that came later. I suspect WWF No Mercy 2000 Beetle Adventure Racing 1999
that the aiming system would drive me mad, having ■ Wrestling was going through an incredible boom period during ■ Doing a racing game where all the cars are of a single model is
gotten used to modern-day dual-analogue controls. the N64’s lifetime, spearheaded by stars like The Rock and Stone a risky proposition, but Beetle Adventure Racing pulls it off in style.
Cold Steve Austin – and this game was an awesome representation That’s because the tracks are the stars, rather than the cars – there
of everyone’s favourite non-sport. As well as offering lots of are secret routes to discover, items to find, crazy jumps and even
customisation options and championship modes with branching dinosaurs looming out of the dense jungle. It’s not the most well-
paths that represented the storylines of the day, it had an awesome known N64 racer, but you’d be crazy to pass up on Beetle Adventure
engine that even factored in weight advantages. Racing if you find a copy.

N64 Book | 17
Q&A: Steve 32 The eastern giant
Merrett Konami added some
The ex-Nintendo Magazine System
journalist dons his nostalgia glasses
variety to the N64 33
What did you like about the N64? While it wasn’t as prolific on the N64 as it had been
It was just classic Nintendo, really. in previous Nintendo consoles, the level of quality
A games console that made a leap present in the majority of Konami’s N64 output was
in terms of processing power. still exactly what you’d have expected from the house
Everything about it was geared of Gradius and Contra. Even though its focus was
towards the playing experience, with clearly on the PlayStation, Konami helped keep the
the addition of the analogue stick on the controller cartridge dream alive with updates of some of its best
allowing for more precision of control, and it also franchises as well as some interesting original titles.
opened up games in terms of scale while retaining the
instant accessibility for which Nintendo were famed. Mystical Ninja 2
Starring Goemon 1998
Was their much competition with other magazines? ■ A fusion of Edo period Japanese culture and modern luxuries,

34
There was, but it was mild compared to previous the Mystical Ninja series is played for laughs and even if some of the
format wars – mainly because the N64 was where references may soar over the heads of a Western audience, there’s
Nintendo started to lose third-parties. During the no denying that the games are great fun. The first Goemon release
SNES era, everyone got on board and the result on N64 got swept up in the 3D revolution, its open areas meaning
was a buffet of eclectic titles. The N64 saw a few fall that despite some awesome moments, much of the wacky magic
by the wayside, so there was less to go around so of the franchise was lost. For the sequel, Konami returned to what
competition for what there was higher. Also, with the series did best, going back to 2D gameplay and tightening the
SNES titles we would often receive advance copies focus to create a game more in keeping with Goemon’s heritage.
of everything as ROM boards, but there was no such
system in place for the N64, which meant a lot of visits
to publishers or them coming to us.

Why do you think Konami had such a strong


presence on the system?
International Superstar
Soccer ’98 1998
35
Konami, like Nintendo, was very gameplay-focused. ■ Back when there were more than two teams in the running
It created games that were enjoyable to play, so the for the footy title, Konami’s greatest threat didn’t come from EA,
N64 was a good fit all round. The N64 was probably the from Gremlin, or in fact from any other studio – its closest rival
last console where a lot of Japanese invention came was arguably itself. The ISS games that came out on the N64
to light, with the likes of Rakugakids, International were different to their PlayStation counterparts, more arcade-like
Superstar Soccer, Goemon and Castlevania building experiences with simpler controls and a faster pace than the PSone
upon elements that had gone before, but using the titles that was pushing towards realism as it evolved into PES. This
processing power to make them more involving to accessible style was perfect for the N64, encouraging multiplayer
play. Nintendo and Konami seemed to share views matches anyone could pick up without sacrificing too much depth.
on the purity of gameplay, and I think that is why their Hybrid Heaven 1999
titles stand up today. That said, Konami released very ■ Given that the N64 was light on both RPGs and beat-’em-ups,
few games for the system over here compared to their Konami must’ve expected that announcing a game that straddled

36
16-bit output, so while their hits were successful, its both genres was to invite a certain degree of hype. As such, many
output was less than 30 per cent of before. were disappointed in the final game, but we’d argue that Hybrid
Heaven lives up to its name. Player character and enemies face
off in one-on-one battles in real time before the action goes turn-
based when a strike or grapple is attempted. The RPG mechanics
are really cool, too – limbs level up individually, while new abilities
can be learned simply by seeing an enemy use certain techniques.

37
s...
Nick pick
Rakugakids 1998
■ Wowed as many had been by Super Mario 64 and the raft of 3D
games that came early in the N64’s life, the late Ninteties wasn’t
a forgiving time for 2D games. Fighters struggled, with Capcom sin & Punishment:
and SNK struggling to break through the 3D hype and trying find a Successor of The Earth
» Castlevania made the jump to 3D with its N64 titles, the catch was new angle for 2D brawlers. It’s original titles like Rakugakids that ■ If you need a reason to start collecting import
that they weren’t very good. exemplify this scene best. Employing 3D tech for its backgrounds Nintendo 64 games, Sin & Punishment might just
with crisp, colourful characters dancing around in front of them, be the very best one. The Cabal-style shoot-
Konami’s playful fighter ranks among the most family-friendly ever ’em-up formula was taken to the extreme by
made and as adorable as it is, it’s still technically proficient as well. Treasure, which added its signature boss
fights and some of the very best visuals
ever seen on the console.

18 | N64 Book
38
The Pokémon
Connection
The N64 brought Pokémon to
3D in ways that we never would
have imagined…

39

Pokémon Snap

T
40 he N64 was perfectly timed to ride the
Pocket Monsters wave and sure enough,
Nintendo made like a surfing Pikachu. Few
would argue that the best thing to come
out of this period of Pokémania was Pokémon Snap,
perhaps the greatest deviation from the usual catch-
’em-all template. After all, what kind of fan wouldn’t
want to go on a Pokémon safari, snapping pictures
Pokémon stadium of all their favourite monsters along the way? While
mechanically simple, the way it layers on additional
tools keeps giving new reasons to head back to older

41
courses, each time with a greater understanding of of the game to provide trainers with a wealth of
what to look out for and more ways to interact with content… yes, including more wonderful mini-games
the environment. It was basically the perfect use of for multiplayer fun.
the N64’s power to offer a different kind of window On top of a slightly garish Pikachu-themed
onto the Pokémon world, while the Stadium games special edition console, there were also a few other
delivered a far more traditional experience. Pokémon-flavoured curios for the N64. Pokémon
Given that Pokémon was a big deal in Japan long Puzzle League was a basic yet entertaining
before it even released in the rest of the world, it match-three puzzle game with plenty to do to
should come as little surprise that we were always make up for its mechanical simplicity, while Hey
Pokémon stadium 2 playing catch-up. What we know as Pokémon You, Pikachu! was pure novelty value in
Stadium was actually Stadium 2 in Japan, the original cartridge form. By connecting a
game releasing much sooner and in an incredibly special microphone adapter to

42
limited form – only 40-odd Pokémon actually had the the controller, players could
animations necessary to be used in battle, the rest speak directly to Pikachu
merely existing as models in a 3D Pokédex. Holding to get him to do… well,
fire for the full-featured sequel turned out to be the not a lot really. It never got a
right play and between its myriad modes and the European release, though if
ability to import your Game Boy team, it was a great you do import it, be warned –
companion to the core games. Pokémon Stadium 2 you’ll need to put on your best
built upon the formula and added support for Gold American accent if you want
And Silver carts and the additional 100 monsters that the little guy to even vaguely
Pokémon puzzle league came with them, as well as beefing out every aspect understand what you’re saying.

N64 Book | 19
Playing 43
with power 44
Nintendo provided N64
owners with an important 45
hardware upgrade
If there’s one common thread that unites the consoles of the mid- Turok 2: Seeds Of Evil
Nineties, it’s a need for more memory. Fitting everything into the ■ Acclaim developed this game on a 64DD
available RAM was a problem for developers, and Nintendo had development kit prior to the announcement
already planned to utilise a RAM expansion for the 64DD’s planned of the Expansion Pak, and utilised the extra
multimedia applications. However, much like Sega had with the memory as an experiment. Seeing this Donkey Kong 64
Saturn, Nintendo released it as a peripheral to improve its games. running in a 640x480 high resolution mode ■ The king of collect-a-thon 3D platform
The Expansion Pak slotted into the front of the N64, replacing the pre- at E3 in 1998 was the prompt that caused games was the first N64 game to require the
installed Jumper Pak, and effectively doubled its available memory. Nintendo to release the expansion. Expansion Pak as standard, solely because
What’s worth applauding is the fact that Nintendo pulled off of a bug in the non-expanded code. The
something that has been the downfall of many a platform holder in game had to ship with the peripheral as a
the past. The company managed to release a performance-enhancing result, at a major cost to Nintendo. Whoops!
upgrade without unnecessarily fracturing the console’s user base.

46

Hydro Thunder
■ While Nintendo’s Expansion Pak was often
used to up the resolution of numerous N64
games, it enhanced games in other ways,
too. While titles like Perfect Dark wouldn’t
work without it, Hydro Thunder benefitted by
letting four players race at the same time.

47

The Legend Of Zelda:


Majora’s Mask
48
■ How do you top one of the best games
ever? Well, if you’re Nintendo you totally
change the design, and then give it a nice
big graphical upgrade to boot. As compared
to Ocarina Of Time, Majora’s Mask features
improved draw distance, better effects and
ful-3D building interiors. Starcraft 64
■ Most Expansion Pak games reward
you with improved visuals or expanded
multiplayer support, but Blizzard’s real-
time strategy conversion went one step
further – the additional Brood War missions
were only available if your N64 had the
Expansion Pak installed.
20 | N64 Book
49

A name of quality wil


overton
Midway was one of Once a major player in the development space, this
was the era that saw Midway really turn its attention
The industry veteran revisits the
the few publishers at to publishing – while arcade development and ports
continued, much of the company’s work would be
mid-to-late Nineties

the time that took a in licensing, marketing and publishing other titles for
release. Those in charge really had a good head for it
What did you like about the N64?
I liked that it gave us all the Nintendo
shine to Nintendo’s too, with Midway picking up some huge licences to sit
alongside its own arcade ports. In fact, we’d argue that
classics and, in nearly all cases,
managed to successfully transfer
64-bit console Midway’s supplimentary output was even better than
its first-party stuff on N64, as these wonderful things
them into the third dimension in real
style. From Super Mario to Star Fox
help to prove. to Mario Kart to Zelda each N64 iteration of a famous
series pretty much defined what that game would be
like for a fair few installments to come.
I also liked the weird controller that really looked

50 51
like it shouldn’t have worked, but (I thought) managed
to be really comfortable and easy to use.
Finally, I liked that it had the aesthetics of an old
Fifties radiogram. That logo panel really should have
glowed when it was on.

How did it compare in power to the PlayStation?


I couldn’t begin to tell you if it was, technically, a
more powerful system and maybe the lack of space
on a cartridge, curtailing impressive prerendered
cutscenes, sometimes made it seem like it didn’t have
the same welly under the hood but when the games
Doom 64 1997 Body Harvest 1998 shone it was more than a match for an equivalent title
■ Developed by Midway itself under supervision from id, this ‘port’ ■ Often seen as a progenitor to the Grand Theft Auto series, DMA on the PlayStation.
(of sorts) of the FPS classic is unique in that it uses redrawn assets Design hit an early hurdle when Nintendo, originally meant to
for enemies and weapons that you won’t see in any other version be the game’s publisher, it delayed and eventually dropped Body Who do you think were the best developers for the
– monsters, while familiar, have a different look, most weapons Harvest from its proposed launch window slot and left DMA looking system and why?
have new effects and looks but most notably of all, it’s a dark, gory for a new publisher. Gremlin picked it up in Europe, but Midway was Apart from Nintendo themselves, Rare were the
game on a Nintendo platform, something that had been avoided the one to deliver the game to the US. Featuring five time-spanning undoubted stars of the N64. Although you could argue
during the previous generation. Timing wasn’t on its side, however sandboxes filled with vehicles to pilot, aliens to mow down and that games like Banjo-Kazooie and Diddy Kong Racing
– launching with no vertical camera movement and no split-screen tasks to complete all while keeping collateral damage as low as simply expanded on existing Nintendo successes I
multiplayer mere months ahead of GoldenEye meant that even the possible, it was a showcase of the new gameplay possibilities think they more than proved their worth with more
granddaddy of the genre was no match for good ol’ Bond. presented by more powerful hardware. original fare like Blast Corps, Jet Force Gemini,
GoldenEye and Perfect Dark. Strangely, all the Japanese
names that we had championed so much on the SNES
were suddenly far more quiet and offerings from the

52 53
likes of Konami and Capcom seemed few and far
between so maybe that allowed Western developers to
stand out even more.

What’s the most impressive game you’ve played on


the system and why?
It’d be easy to say something like Ocarina Of Time (and
yes, that did all blow our minds a little at the time)
but I remember being the most impressed when we
first booted up F-Zero X. In a time when racing games
seemed more like time trials where you seldom saw
another competitor to be suddenly faced with 30 racers
Ready 2 Rumble Boxing 1999 Micro Machines 64 Turbo 1999 all jostling for position was truly something. Others
■ While most fondly remembered by those who picked it up with ■ No publisher as prolific as Midway can boast a faultless slate, may champion the GameCube’s follow-up - F-Zero GX,
their Dreamcasts, Ready 2 Rumble was treated to some decent but it hardly seems worth getting bent out of shape over such but F-Zero X still remains my favourite racer and N64
ports by Midway and while it didn’t quite look the part, the arcade- inevitabilities when discussing the publisher that did a public game overall.
inspired gameplay made the jump to other systems more or less service and picked up Micro Machines for release on the N64. Turbo
intact. Simple controls hide a surprising amount of depth, with is a port of Micro Machines V3, it’s not quite up to the standard of the Why do you think the system remains so popular?
skilled players able to parry or weave around blows to land their 16-bit versions but it is arguably as close as the series ever came to A dose of Nintendo and Rare classics more than make
own counters – find face with fist enough times and you’ll fill your recapturing that magic. A ‘Turbo’ setting allowed for the pace of the up for a lacklustre showing from other developers.
Rumble gauge, allowing your boxer to enter a powered-up state action to be altered a la Street Fighter II’s ports, allowing for either There are probably whole swathes of fans for whom
and unleash a devastating barrage. high-speed madness or more tactical showdowns between pros. the memory of four-player GoldenEye is the only one
necessary to cement the N64 as a firm favourite.

N64 Book | 21
q&a: Niel
Bushnell 54

critical Acclaim
The talented artist and animator steps
out from the shadows
How did you come to be involved
with Shadow Man?
I was working in 2D traditional
animation in London and looking to Always the King Of Acclaim was a strong supporter of the N64
throughout its lifetime – not only did it provide a
move back to my native northeast.
I’d heard of Iguana and got in touch. Controversy, Acclaim number of exclusives, it was always keen to make
use of hardware enhancements like the Controller
They were keen to grow their animation team and
offered to train me to use 3D software, so within a few
was the third-party Pak and Expansion Pak. More importantly, it was an
ally that helped to prove that Nintendo wasn’t just
weeks I was working on Shadow Man animating in-
studio that frequently about family-friendly entertainment, and could offer
something to appeal to older demographics. Here
stole first place
game characters and cutscenes. I came on board in the
last eight months of the project so most of the design are four of the most important games that it brought
work was in place. I didn’t know at the time but coming over to the system…
onto a game in the last six months of development is
probably the worst time to join – lots of late nights and
working weekends for free, but the team was great.

Was there more creative input from the


licence owners?
55 56
I wasn’t aware of that side of things.

Shadow Man received an insane amount of press


coverage. Why do you think this was?
I think this had a lot to do with Guy Miller and Simon
Phipps. They were often talking to journalists, bringing
them up to look around the studio. They came up with
a story about a member of the team who had burned
themselves out because of the horror content of the
game and had to go away for a long lie down in a Turok: Dinosaur Hunter 1997 Extreme-G 2 1998
medical facility. They managed to create a real buzz ■ Acclaim bought the rights to the comic series to make this game ■ It takes a lot for a futuristic racing series to stand out when
around the game. happen, and boy was it ever worth it. Turok was a fantastic example it shares a platform with a titan such as F-Zero X, but Acclaim’s
of what could be done with the N64 hardware, delivering smooth Extreme-G series managed to do so. This excellent game combines
What was it like working on such an adult-themed movement rarely seen in first-person shooters on console. People racing on super-fast bikes with shoot-’em-up gameplay, allowing
game. Did Nintendo have concerns? credit GoldenEye 007 with proving that consoles could do first- players to dish out punishment as they speed around courses that
I don’t recall any issues from Nintendo, we just made person shooting well, but that’s doing a disservice to this game. It feature all manner of jumps, loops and other fun features. As well
the game that felt right. And a lot of it was suggestive was one of the first third-party games out for the system in Europe, as improved visuals, this instalment boasts better multiplayer
horror – lots of things happening in darkness and despite an eye-watering price tag it sold an astonishing 1.5 thanks to a cool tournament mode, as well as a combat-oriented
combined with Tim Haywood’s soundscape. million copies, becoming a key early hit for the machine. Battle Arena mode for when you’re tired of straight racing action.

What were the hardest things to balance from a


technical point of view?

57 58
The technical restrictions were a day-to-day
problem. The characters had such a low poly count
and all of the animation data went through a really
harsh compression process where the non-linear
information was stripped out. We’d create nice-looking
fluid animations that would look clunky in game. It
was an exercise in problem-solving, we were always
looking for workarounds to fix the issues created by
the implementation process. The other big issue was
time. When I came on board none of the cutscenes
had been animated and there was immense pressure
to get them done. Most of them were very wordy and
long. We had days to animate what should have taken South Park 1998 Shadow Man 1999
weeks. The camera in the cutscenes was also a big ■ Matt Stone and Trey Parker’s cartoon series has been popular for ■ This is one of the darker N64 games out there, and it’s another
issue. Instead of having multiple cameras, one for a long time now, but in 1998 it was the hot property on TV – and if one of Acclaim’s comic book acquisitions. Michael LeRoi is a
each angle, we could only use one camera throughout, you’ve forgotten how big it was, it’s probably worth remembering voodoo warrior, bonded to the Mask Of Shadows by the mysterious
which meant animating it popping over a single frame that Chocolate Salty Balls was a number one single that year. priestess Mama Nettie, whose role in life is to protect living beings
to the next starting point. Billy Allison came up with Acclaim’s first-person shooter adaptation wasn’t the hottest game from the threats that lurk in Deadside. It’s one of the most polished
a nice script to help with this but it still meant the ever, but it was a serviceable effort that proved to be a big Nintendo action-adventure games on the platform, and one which signifies
cameras in the cutscenes were very clunky. exclusive that Christmas. What’s more, it was far better than the Nintendo’s more open attitude to content on its consoles – you’d
awful PlayStation conversion that followed the next year, which never have seen a NES game dealing with the occult and serial
was always fun to crow about. killers this way, never mind all the swearing.

22 | N64 Book
60
n64’s
legacy
Great games that
wouldn’t be here
without the N64
The N64 had some fantastic games available for
59
icks...
it, but not all of them saw the light of day. Many

arran p
potentially great games were revealed for the

D system, but they either fell by the wayside due


to publishers and developers losing faith in the
console, or realising that the hardware simply
Glover 1998 didn’t have the power to realise their visions. As
■ There are plenty of hidden classics on the N64, but this a result a great many games were either canned
one is easily my favourite and highlights just how inventive outright, or moved across to the GameCube.
the platform genre could be. The aim of each stage is to use Here are a few that did make the jump.
Glover to guide a ball to the level’s exit. In addition to running
around independently, Glover can punch blocks to break Star Fox Adventures 2002
them, guide, throw or bounce his ball and even transform ■ Originally known as
it into different types, each with their own unique abilities.
While it appeared on both PC and PlayStation systems, the
Dinosaur Planet, this was
started shortly after Diddy
61
Nintendo 64 version is clearly superior and even today it Kong Racing. Rare planned
holds up incredibly well. it as its last N64 game, but
Nintendo had other ideas,
asking Rare to retool the
game as a new Star Fox title for its new GameCube console.
It ended up being Rare’s last official Nintendo game.

Resident Evil 0 2002


■ Capcom planned its Resi

q&a: Philip Oliver 62


prequel as a 64DD release,
but changed its mind after
seeing how poorly the
system was received. It
The mini-Making Of Glover
moved to the N64, and
Where did Glover’s concept originate? received a demo in 2000 at
The inspiration came from us trying TGS. When Capcom realised its game wouldn’t fit on a single
to create a game based inside a crazy Where did the idea of using different balls cartridge it moved across to Nintendo’s GameCube.
golf course, or adventure golf as they originate?
call it in America – actually it was more The ability for the ball to change to other size balls Cubivore: Survival Of The
specifically ‘Pirates Cove’ in Orlando. with different properties just seemed like a natural fit. Fittest 2002
We’d visited a few years before on a Summer holiday
to Disney World with our parents.
Videogames always gave opportunities at which the
main character could change his attributes.
■ This was another game
that was slated for the 63
Nintendo 64DD. It was first
What was the biggest challenge from a Is the Crystal Kingdom featured in the game announced in 2000, but its
technical point of view? connected to Dizzy in any way? developers soon changed
Glover was our first game with full-3D characters with Only that the concepts in both cases were from the its mind about continuing
internal rigged skeletons. The graphic engine was Oliver Twins. Crystal Kingdom Dizzy was actually work on the N64 and it switched development over to the
build internally from scratch, as was the landscape developed by a team at Codemasters and Glover was GameCube. Unlike every other game mentioned here, its
editor. Characters and backgrounds were modelled in a team at Interactive Studios a few years later. Andrew N64 roots are still very clear to see.
3D Max and were very low – all coming in at under Oliver was the lead programmer on Glover.
100 polygons! Glover, from memory was around 80, Eternal Darkness 2002
although he did have four limbs! Why was the N64 version vastly better than the ■ Silicon Knights first

64
PlayStation offering? revealed Eternal Darkness
What was the hardest thing to achieve from a Glover was designed to exploit the power of the N64’s as a N64 game during
gameplay point of view? 64-bit floating maths hardware. Therefore maths were 1999’s E3. Originally
The gameplay was unique; there were very few 3D a key part of the game. Hasbro asked us to convert it planned for a October
games, and certainly none that tried to tackle guiding to the PlayStation for the following Christmas (1999). It release the following
a ball around a world. It took a few months to get was tough converting everything to fixed-point maths year, it was eventually
gameplay that was actually easy and fun to play. It was and rebuilding the levels with more polygons. It took moved across to Nintendo’s new console, where it received
essentially the first level of Glover... almost a year to do. further delays due to the September 11 attack in 2001. It was
eventually released to critical acclaim the following year.

N64 Book | 23
24 | N64 Book
NINTENDO The success of the NES and Super Nintendo cemented
Nintendo’s position as the industry’s leading console
64
publisher. Fuelled by its old dominance, Nintendo
attempted to continue its stranglehold on the market,
but stiff competition from Sony’s PlayStation meant the
tide was about to turn…

M
any gamers are convinced that Nintendo’s 64-bit
console was a complete failure for the company
- those gamers are wrong. While it is hard to
deny that there were a number of factors that
resulted in Nintendo being dethroned by Sony by
the time the N64 was phased out. The innocent
victim in all this was the console itself; it was a great machine with
some unbelievable games, but it was hamstrung by certain corporate
decisions and never really fulfilled its potential. However it was not the
flop many others label it as either.
Project Reality was first hinted at as far back as 1993, the name
coined from Nintendo’s new relationship with Silicon Graphics and its New… or old?
workstations being used to great effect in films such as Terminator Many groundbreaking features of
2 and Jurassic Park. The following year saw the arcade machines the N64 touted by Nintendo were
not as new as first thought. The
Killer Instinct and Cruis’n USA released that were touted as using the N64 itself was labelled the first
same technology that would soon be available in your own home. 64-bit console, though technically
the Atari Jaguar had already gotten
In hindsight, the arcade machines were vastly overpowered by there first with its object processor.
comparison, but no one was to know that and anticipation surrounding It was not the first console either
Nintendo’s next console grew. with four controller ports as the
Bally Astrocade and Atari 5200 had
It wasn’t until November 1995 that the new console, dubbed the this feature in the pre-crash era.
Ultra 64, was finally unveiled at the annual Shoshinkai exhibition to And that analogue stick sitting
prominently in the middle of the
great expectation. Only two of the 11 games shown were playable; controller? Many people believe
one was Kirby Bowl, which would disappear into development hell Sega had pre-empted Nintendo’s
shortly afterwards. The other was Super Mario 64. The playable decision with its release of NiGHTS
(bundled with such a controller),
demos available were all that was needed to convince the attendees but the game was released in
that Nintendo still had the magic. Japan two weeks after the N64
launched. Nonetheless both
Part of that was due to the design of the controller. Nintendo the Atari 5200 and Vectrex had
is known for producing ergonomic devices that are focused on an analogue stick as standard.
getting the best out of its own games, and for the N64 this was no What can be said for sure is that
the inclusion of this feature has
different. Designed by Genyo Takeda, the controller had three prongs, influenced the design of all future
offering three different holding positions and hence the possibility of controllers since.
varying control schemes all wrapped up in one unit. Sitting on the
middle prong was an analogue stick, a device unfamiliar to many
people at the time. This design choice was about to change the way
videogames were made forever.
The controller was better than that of the competition, but it took
time to learn how to use it. The same could be said for the console
itself. When announced, terms such as “Z-buffering”, “tri-linear mip-
mapping” and “Gouraud shading” both wowed and confused the


“ The playable demos available were all that was needed to
convince the attendees that Nintendo still had the magic
N64 Book | 25
specialists Paradigm, Acclaim,
Sierra, Lucasarts, and Electronic
Arts. Notice anything about the
companies listed? None of them
were Japanese. A costly oversight
at the time? Maybe so looking
back. Perhaps Nintendo believed
Japanese companies would
automatically come on board. The
reality was to prove a lot different.
Either way, even with the head start,
it took longer than expected for any of the
third parties to fully push the machine.
Even Nintendo itself wasn’t immune to running late. The N64 had
originally been scheduled for a 1995 release, and when a definite date
of 21 April 1996 was finally decided upon, it shifted two more months
due to the realisation that certain titles, such as Mario Kart 64, were
not going to make the first wave of releases, and Miyamoto wanting
more time to fine-tune Super Mario 64.
April 1996 incidentally had been the planned launch date in the UK.
This slipped back to March 1997 as the US release was planned and
orchestrated. The PlayStation was already out and Nintendo UK ran a
series of adverts telling people to wait for the arrival of the N64. At the
public in equal numbers, and many magazines sought to explain these time it was still called the Ultra 64, the “Ultra” part apparently dropped
words to their readers. Whilst these features and more were to prove in due course due to the name being owned by Konami.
the power of the N64 was greater than that of the PlayStation, they When the console did launch in Japan, the PlayStation had already
also provided one or two serious end-user flaws. been on sale there for 18 months. The launch games were similar to
The largest complaint levelled against the N64 is how quite often, that of its predecessor, the Super Famicom, in that it involved a Mario
the graphics appear as if someone has smeared Vaseline across the title and a Pilotwings game. The other title available that day was a
screen. This blurry appraisal was in contrast to the often jagged and version of Shogi, a game very much Japan-centric in nature.
pixelated look on the PlayStation; the N64’s mip-map and anti-aliasing And that was it. Until the release date of the console in the US was
techniques helped smooth out textures when they moved closer or approaching, there was no other software released in Japan, which
further from view, but the restrictions on storage with cartridges and was somewhat worrying from a promotions and publicity point of
64 Didn’t Deliver a very low texture cache meant these textures were often blurry as view. Super Mario 64 may have been an epic, brilliant, groundbreaking
The 64DD unit, or Dynamic Drive, was
Nintendo’s attempt at a proprietary a result. Nintendo itself often chose to use the Gouraud shading to title, but if people wanted something else to try on their new system,
media format that could rival the compensate for the lack of texture definition.
“ they were a little stuck, to the say the least. Not that Nintendo had


capacity and flexibility of the CD used
by Sony’s PlayStation. First previewed
in 1995 before the N64 had even At that point, Super Mario 64 had been sold with
almost every console
launched, it was delayed beyond
recognition and when it finally did arrive
in 1999, had lost all the momentum and
impetus that it promised.
Not only were games being Clever tricks to get around some of the limitations, together with much to worry about the success of the console at that point; Super
designed to run from the unit directly,
but many companies were planning rewriting parts of the graphics processor microcode meant that Mario 64 had been sold with almost every console, and by the end of
upgrade disks that could be accessed the true power of the N64 could shine through. Developers such the N64’s lifespan, had shifted more than ten million copies, making it
by the cartridge version to add new
features, missions and content to the
as Factor 5 and Rare were especially adept at getting the most the most successful N64 game ever.
main game. With the delays, all bar from the machine. In conclusion, like most other consoles, those With the launch of the console in September in the US coming up,
one of these was cancelled; the one developers willing to put the effort into learning got the most from it, Sony raised the competition stakes slightly by dropping the price, a
survivor, the F-Zero X Expansion Kit,
happened to be almost worth buying as witnessed in the end result of the games they released. common tactic, of the PlayStation to under $200. However Nintendo
the unit for regardless. As early as 1994, Nintendo had started to assemble a group of seemed to panic, and in response dropped the price of the N64
During its one-year lifespan only
nine pieces of software were released
programming teams that would be responsible for producing some of pre-launch by 50 dollars from its original proposed price of $249.99.
for the unit, and in conclusion can be the early N64 games, that would inevitably give them a head start in The same could not be said of the console launch in the UK; Nintendo
considered the only Nintendo hardware getting the best from it. Aside from Williams and Rare who produced resolutely stuck to its price of £249.99, which at the time made it
failure alongside the Virtual Boy.
the previously mentioned coin-ops, others courted included simulation 60 per cent more expensive than it could be bought for in the US.

» What a lot of people bought a N64 for in the first place. » Nintendo ads tried to persuade people not to buy a PlayStation. » Guns, girls, gigantic set-pieces, what more could you want?

26 | N64 Book
retroinspection: n64
» Worthy of purchase merely for the Katina level,
but brilliant overall in all respects.

» A new entry in the series gained a whole new set of fans, but many
SNES fans were disappointed by comparison with the game.

» Take the simple board game concept, throw in a whole load of mini- » Originally conceived as a powerboat racer, once it turned into a jetski
games into the mix and Nintendo’s characters, and the result is an simulation it gained a more personal quality with the controls being perfect
entertaining party game. Which has since been milked to death. and the wave simulation incredibly accurate.

Realising its folly soon after, the price was dropped 100 pounds a
few months after launch, heralding scores of furious complaints from
early adopters. Nintendo attempted to placate them with vouchers
covering the difference, which was mildly received. It wasn’t the only
reason why being a PAL N64 owner at the time was the equivalent
“ There was just one piece that was
missing from the equation: third-party
support. Why was third-party support “
of getting a sharp stick repeatedly up the backside, for reasons that so lacking on the N64 compared to its
will be touched on later.
What can’t be denied is the quality of some of Nintendo’s own two previous consoles?
games. Examples of its great games include: Starfox64 with its
marauding levels, challenge, addictiveness and the sheer film could hold save data via design instead of making the user buy
inspiration of the Katina level; Waverace 64 with its superb water memory cards; and loading times were non-existent compared to CD,
physics and bouncy gameplay; F-Zero X for taking the original, giving which a generation of gamers, unfamiliar with loading tapes into 8-bit
it a serious rocket from behind and a real heavy metal soundtrack to machines, were about to discover anew. Loading times disrupted the
boot; Pilotwings 64 for being so wonderful to play. flow of playing a game, something that Nintendo were keen to avoid.
Three new series also made their debut on the N64, all becoming However, there was one over-riding link connecting all these
instant hits. Super Smash Bros was Nintendo’s answer to the Power features: they benefited the end user and not the publisher. Cartridges
Stone genre of multi-player fighter, but with the spark of HAL Labs were expensive to manufacture, and as Nintendo still controlled their
at the helm, made it a unique creation of backstabbing brilliance. production, it profited directly from every one made. Cartridges were
Paper Mario meanwhile was a different take on the turn-based also harder to pirate, which is likely to be another reason for sticking
RPG concept with plenty of nuances and invention to back up the with that format. They also held far less data than CDs could, so
gameplay. Finally Mario Party combined board games with mini- publishers were in effect being asked to support a console that had a
games and the chance to wreck your analogue stick in the process. far higher space-to-cost ratio than, say, the PlayStation.
And then there are the Zelda games. Ocarina Of Time was Then there were the licensing fees. Sony had been smarting for
constantly delayed but proved to be a tour de force of concept, idea years over Nintendo’s betrayal regarding the proposed CD peripheral
and execution that has justified it to be labelled repeatedly as the for the SNES. Not wanting to cancel the project outright, Sony
best game ever. Majora’s Mask on the other hand has been unfairly decided to continue research and build around what it had already
overlooked by comparison, which is a shame because in some ways, created, with the end result being the PlayStation console we know
it even trumps Ocarina. The relationships and bonds formed within today. Sensing an opportunity, Sony organised its licence fee structure
the three days left before the moon strikes are some of the strongest (the money publishers have to pay to be allowed to release their
ever produced from a game, and it really hits home when you realise games on a machine) on a much lower scale to Nintendo.
just what the ending actually means. When you look at everything together, the cost of manufacture, the
Nintendo had its own popular games, the powerful hardware, cost of licensing, the difficulty in getting the best out of the console,
and the new controller. There was just one piece missing from the it isn’t hard to see why third-party publishers made a beeline for the
equation: third-party support. Why was third-party support so lacking PlayStation compared to the N64. It was far cheaper and easier for
on the N64 compared to their two previous consoles? One of the them to publish videogames all of a sudden. Their decision was made
main reasons lies in the choice of remaining with a cartridge media by the actions of both manufacturers. Edge magazine even predicted
format instead of using optical as Sega and Sony had. many of these factors in an article soon after the N64 launch. This
Not that cartridges didn’t still have advantages: they were more situation was further escalated by the choice made by a certain
robust than CDs, less likely to be damaged via general use; they Japanese company with a certain RPG.

N64 Book | 27
NINTENDO64

“ The N64 is probably where the adage ‘you buy a Nintendo machine
for Nintendo’s games’ began
Software availability from certain publishers and of certain publishing FFVII on the N64. Early on in development it was decided
established series is a key factor today towards a console’s success. that the requirements of the game needed a much larger media
In hindsight it did not matter that the N64 probably had a far better capacity than cartridge allowed. Square’s decision in hindsight was
good-to-bad ratio of games in its library; it was the sheer volume of elegantly simple to make, but it didn’t stop the accusations against
releases at a cheaper price for the PlayStation plus the presence of Sony that it had “tied up” Square in a deal to take it away from
certain key games that tipped the balance. Nintendo. Square had dealt the N64 a massive blow before it had
Looking at the major third-party publishers during the Nineties, even been launched.
there were wide differences in their output between the N64 and the With FFVII scheduled to be released on the PlayStation, other
PlayStation. Capcom and Namco managed a whole three releases publishers knew that the console would sell in droves just so people
each for the N64: a shockingly low level of support. Konami by could play the game, and this in turn gave them more confidence
comparison released 20 or so games, which seems pretty impressive, and knowledge that there would be lots more potential buyers for
until compared to the more than 50 released for the PlayStation. their games if they also released on the PlayStation. In a way, it was a
Even the king of third parties, Electronic Arts, only managed a similar self-fulfilling circle of cause and effect. Sony also marketed its console
number of releases. towards a different audience from the norm, complete with advert
The biggest blow to Nintendo’s fortunes was the loss of Square. saturation; by comparison promotion for the N64 seemed quite small.
Towards the end of 1995, several screenshots were published which Nintendo arrogantly assumed people would automatically go to buy
were purportedly taken from the next Final Fantasy game. That’s its console regardless, which they did, but more people were flocking
how the journalism went. In fact they were from a technical demo to the PlayStation for the games it offered and the “wow” factor that
Square had written to test various three dimensional techniques. FMV provided via the new CD medium.
Unfortunately no one knew this at the time and huge anticipation built With a narrower selection of parties publishing on the N64, it
when it was assumed Square were on board and were writing the meant that certain genres were neglected, which affected sales
next Final Fantasy game for a Nintendo machine, just like it had for the levels. For example, role-playing games are huge business in Japan
previous six. and there are hardly any available for the N64. Likewise fighting
When Square announced in January 1996 they were instead going games. By comparison the range of sports games available for
» Above: Bangai-O: the original, and some
would say, better version of the panic- to be publishing FFVII on Sony’s PlayStation, the collective jaws of American fans was sufficiently large to keep them happy. In fact,
inducing shooter fest. Nintendo fans dropped. As it turns out, Square had never planned on the US is what really kept the console alive, as it accounted for two-
thirds of the worldwide sales, and it managed to sell half of what the
PlayStation achieved in that region.
The N64 is probably where the adage ‘you buy a Nintendo machine
for Nintendo’s games’ began. Given the magnitude of many, they
were worth the entry fee alone and anything else was a bonus. Of
the developers who did write for the N64, one stands out above all
others: Rare. Having wowed games players with their SNES releases,
it was about to pull even bigger rabbits out of an even bigger hat. Put
simply, you can’t underestimate just how important Rare’s games
» This is the gaming equivalent of having your brain sucked out through your eyes. Explosively quick, superbly playable and playing a full-on ended up being towards the success of the N64.
heavy metal soundtrack.
From the regal beauty and genius of the Banjo-Kazooie games,
the addictiveness of Diddy Kong Racing, to the offbeat destructive
nature of Blast Corps, and the frantic bug blast of Jet Force Gemini,
Rare games were held in vast esteem and rivalled the releases of
Nintendo itself. Indeed in some ways, Banjo-Kazooie and Diddy Kong
Racing supersede the games they were based upon. Sitting right at
the top of the tree however is GoldenEye, which was a tour de force
of programming, showing that consoles could do the FPS genre and
give gamers a multi-player experience that was incredibly hard to let

» What might have been if Square had decided to remain with Nintendo.

» If you haven’t heard of The Ocarina of Time, there’s not much hope for » As a game Majora’s Mask wasn’t as epic as Ocarina, but it somehow » Football (or soccer) may not be that huge in the US, but they received all three N64 ISS games
you. Simple, sublime, beautifully brilliant. created even more emotion and atmosphere than its predecessor. with region-specific artwork and design. The game still played brilliantly as always.

28 | N64 Book
retroinspection: nintendo 64

» Sin & Punishment was an incredible offering from Treasure and is


one of the best Japanese exclusives you can buy.

» Bear, bird and big-eyed characters. It’s bound to be another Rare classic.

iQue Test
China has always been one
territory that console manufacturers
traditionally steer clear of due to the
rampant piracy present within the
country. Nintendo decided to try
to break into the market with the
creation of the iQue Player, released
towards the end of 2003. On the
outside it looks like the offspring of
the N64 and Dreamcast controllers,
but inside it uses console-on-a-chip
technology to provide an N64
playing experience.
Games are stored on a 64Mb
» Rare’s Diddy Kong Racing had a single player mode that was far flash card contained within a
more entertaining than what was featured in Mario Kart 64. The » Bugs and blasters ahoy as Rare do the third-person shooter fest » The ambitious sequel to Goldeneye, that delivered in spades but cartridge that slotted into the device,
multiplayer was pretty good as well… in another example of how to get the most from the N64 hardware. was just perhaps a little too demanding on the hardware. which connected directly to the TV


in a similar way to all those pirate

any console that sells


rip-offs you see being sold on street
go. It is rightly heralded as not only one of the best N64 games, but markets. The games were available
one of the greatest of all time. Not bad for a team where many of the from an ‘iQue depot‘ where they
developers were doing their first ever game. over 30 million units with could be downloaded onto the
cartridge. The unit was successful
Of the major third-party publishers, Konami was probably the
most prolific and consistent in its support of the N64, with versions many truly great games “ enough that Nintendo has released
other versions of its more recent
of Castlevania, Goemon and ISS appearing on the machine amongst cannot rationally be hardware in China to similar effect.

others; ISS98 especially should be singled out for praise as being


the best console football game available until the Winning Eleven called a failure
series started to become known in the West. Konami’s sports game
contribution was large in general, probably helping the console’s the removal of the tabs inside the slot and it had available just about
performance in the US. everything released in Europe and much more. The N64 is currently
Other developers were just as notable on the N64 even though something of a cult machine, with a dedicated band of supporters
their releases weren’t quite as prolific as Konami. Left Field who are gradually winning over people who dismissed it at the time.
programmed a couple of good basketball games, licensed with Kobe In fact, many people consider the N64 to be a failure, especially
Bryant, and the excellent Excitebike. Camelot transferred its superb when compared to the performance of the PlayStation, which has
golf series across to make Mario Golf, and then went on to produce to date sold more than 100 million units. However any console that
the equally good Mario Tennis. Factor 5 produced two Star Wars sells over 30 million units worldwide and has many games present
games that almost pushed the N64 to its limit, and then went further in the bestselling and greatest ever games lists cannot rationally be
and programmed the did-not-think-it-possible Indiana Jones and the called a failure. Nintendo revolutionised three-dimensional gaming and
Infernal Machine. Special word of course must go to the doyen of controllers via the N64, and it has an abundance of classics waiting to
development, Treasure, which managed to produce its usual wizardry be discovered if you haven’t done so already.
in creating three masterpieces of mayhem, namely Mischief Makers, Special thanks to Lost Levels for the image of
Bangai-o and Sin & Punishment. All three are well worth finding and N64 Final Fantasy VII.
buying purely for their unbridled quality.
Towards the end of the N64’s life, Nintendo belatedly released the
64DD unit in Japan (see boxout) and a 4Mb RAM expansion pack
designed to double the available memory of the console and allow
more demanding titles to be written. Only a few games in the end
actually needed it (though many benefited from its presence) but
these include Majora’s Mask and Perfect Dark, two of the classics.
By the end of 2001, the N64 was all but dead with the release of the
GameCube, though Tony Hawk’s Pro Skater 3 did make it out in the
US in August 2002.
If you missed out on all the N64 fun back then, now is a great time
to get into the machine. There is just one consideration though when
choosing to buy: do not get a PAL machine. Not only can it not be
modded for RGB, but many PAL games suffer from no optimisation
at all, meaning those large black borders and much slower speeds
also experienced with the SNES. By comparison, buying the US
version is probably the way to go, as it can play Japanese games with

N64 Book | 29
PERFECT TEN GAMES
GoldenEye Super Mario 64 F-Zero X

GoldenEye Super Mario 64 F-Zero X


» Released: 1997 » Released: 1996 » Released: 1998
» DEVELOPED by: rare » DEVELOPED by: in-house » DEVELOPED by: in-house
» By the same Developer: The Legend of » By the same developer: » By the same developer:
Sabre Wulf Zelda: The Ocarina Donkey Kong Lylat Wars Wave Race 64
When Rare’s GoldenEye first
appeared in 1997 first-person
of Time Few videogames have made
the tricky leap from 2 to 3D
» Released: 1997
» DEVELOPED by: in-house
Okay, so it was yet another SNES
update, but no other racer on
» Released: 1998
console shooters were instantly as successfully as Shigeru » By the same developer: the N64 (with the exception of
given a massive shot in the » DEVELOPED by: in-house Miyamoto’s Super Mario 64. Nintendo’s very own Wave Race
Super Mario World
arm (pun fully intended) and » By the same developer: From the moment the Italian Playing through Lylat Wars (or 64) came close to matching the
its impact sent shockwaves super mario brothers plumber’s cheerful fizzog appears Starfox 64 if you’re overseas) is sheer speed and excitement that
through the industry that We remember playing The on the title screen to the final boss like taking part in your very own F-Zero X offered. It may not have
continue to be felt to this day. Ocarina Of Time like it was encounter, Mario’s first three- space movie – hell it’s actually been the prettiest of games –
Sniper rifles, four-way split screen, yesterday. Link’s tearful farewell dimensional outing feels as natural better than many of the Star there’s a distinct lack of detail and
multiple missions, even duel to Saria, learning about the Deku as breathing. Beautifully structured, Wars games. plenty of fog – but it was amply
analogue support (via two N64 Tree’s imminent death, walking perfect to control (unlike the recent Everything about Lylat Wars, from compensated by the fact you could
pads) all made their first-person out onto the vastness of Hyrule DS outing) and home to one of the its soaring operatic music, to its race against 29 other cars and that
console debut in Rare’s excellent field, playing the titular Ocarina finest 3D cameras ever created, jaw-dropping visuals has been its snaking tracks zipped along at
shooter and even today it remains for the very first time – they’re all Super Mario 64 retains its title as done on such an impressive scale a blisteringly smooth 60 frames-a-
incredibly fun to play. moments that become indelibly the finest 3D platformer ever made. that you can’t helped but get fully second (something no 360 racer
With its wonderfully designed etched on your mind forever. If And if that’s not a good enough immersed within the on-screen has currently achieved). With F-Zero
missions, intelligently structured Super Mario 64 proved that classic reason to include it in this top ten, action. This sense of immersion X Nintendo managed to capture the
level design, excellent array of 2D franchises could work perfectly then we don’t know what is. A is captured perfectly by your very essence of racing in a 128mbit
weaponry and utterly amazing well in 3D, it was Ocarina that masterpiece of game design that no more-than-able Arwing co-pilots. cart – nothing more, nothing less.
multiplayer it should come as no truly showed console owners just true gamer should miss. Slippy, Peppy and Falco are now
surprise to learn that the only N64 how much breathtaking scope fully fleshed-out characters, while
game to ever succeed it was the the third dimension could actually the opposing Starwolf team ignites
development team’s very own offer them. No other adventure in an intense rivalry that was never
Perfect Dark. High praise indeed. recent memory has matched the apparent in Starwing. Fighting the
perfection of Ocarina Of Time, and forces of Andross has never been
it’s quite possible that none ever will. so much fun.

The Legend of Zelda: the ocarina of time Lylat Wars Banjo Kazooie

30 | N64 Book
64 Nintendo’s 64-bit console might not have a vast library of

NINTENDO games, but it still has a lot of good ones. In fact, several are still
considered by many to be the best of their genres. Here are
10 classics which still hold up strongly today
perfect 10

Wave Race 64 Blast Corps

Wave Race 64 Blast Corps


» Released: 1996 » Released: 1997
» DEVELOPED by: in-house » DEVELOPED by: rare
» By the same developer: F-Zero » By the same developer:
Banjo-Kazooie Wave Race 64 was one of
Super Smash Bros Grabbed by the Ghoulies
» Released: 1998 the first launch games for Rare’s second N64 title was a
» Released: 1999
» DEVELOPED by: rare Nintendo’s new 64-bit console game of such twisted brilliance
and it instantly set a precedent » DEVELOPED by: Hal Laboratory
» By the same developer:
Diddy Kong Racing due to its incredible physics, » By the same developer:
that we’re surprised a sequel
to it has never appeared. When Sin & Punishment
convincing water and superb Kirby’s Dream Land an out-of-control missile is set to » Released: 2000
If proof was needed that
gameplay. The aforementioned Trust Nintendo to take a popular destroy the world, you have to clear » DEVELOPED by: treasure
Rare could do no wrong on
physics allowed you to feel every genre (in this case the beat-’em- a path for it by jumping into a variety
Nintendo’s N64, look no further » By the same developer:
ebb and swell that your jetbiker up) and add its own unique spin of different machines (including
than this superb platformer. Mischief Makers
raced across, while the beautifully to it. Super Smash Bros allowed two giant robots) and destroying as
Featuring a fascinating gameplay Treasure may have only released
constructed courses ensured that 12 of Nintendo’s most popular much of the landscape as possible.
mechanic – Banjo and Kazooie three games for the Nintendo
you’d constantly return to them to videogame characters to battle The sheer destructive nature of
could be manipulated in a variety of 64, but we consider every single
shave precious seconds off your against each other in an ecstatic the game harks back to the old
different ways to solve problems – one of them to be a work of art
previous lap times. Ten years on orgy of over-the-top cuteness. Four arcade games of old, while Rare
beautiful looking visuals and some that deserves to be played again
and it’s still considered by many brawlers could take part and the aim further fuelled the nostalgia buds
fiendishly clever level design, and again.
to be one of the N64’s greatest of the game was simplicity itself: by offering a variety of bonus levels
Rare nearly managed to do the For the Perfect Ten we’ve gone
racers. After returning to it at this send your opponents flying from that mimicked everything from
impossible and create a game that with the superb Sin & Punishment
year’s Retro Fusion event, it’s not a the ring before they do the same to Pac-Man to Defender. A refreshing,
was better than Super Mario 64! though, because it pushed the
statement we’re going to argue with. you. While it lacked intricate special unique title that proved just what a
Brimming with charm and machine like no other game.
moves and the depth of titles powerhouse the N64 could be in
humour – special mention must A simple on-rail shooter at heart,
such as Street Fighter II, the sheer capable hands.
go to the hilarious hoedown at Sin & Punishment is nevertheless
amount of items you had access
the beginning of the game–- and a giddying rollercoaster of a ride
to – everything from lightsabers to
with just the right amount of that instantly grabs you by the balls
Pokémon balls – and the chaotic
item-collecting, Banjo Kazooie is a and doesn’t let them out of its
battles easily made up for Smash
platform fan’s dream and should vice-like grip until the whole dizzying
Bros’ few shortcomings.
be played by anyone with even experience is over.
a passing interest in the genre.

Super Smash Bros Sin & Punishment

N64 Book | 31
01 02 03 04
10
Nintendo’s 64-bit wonder wasn’t only the last
64 home console to use cartridges for storage, it
01 AeroFighters Assault
02 Chameleon Twist
NINTENDO also appeared to have more essential games

and the rest...


03 Diddy Kong Racing
04 Fighter’s Destiny than any other system. Don’t believe us? Then
05 Star Soldier 64
check this little lot out…
06 Mario Kart 64
07 Duke Nukem 64
08 Robotron 64
09 PGA European Tour
16 17 18 19
10 AeroGauge
11 San Francisco Rush
12 Jet Force Gemini
13 Exitebike 64
14 Quake
15 Snowboard Kids
16 Forsaken
17 Cyber Tiger
18 Mystical Ninja Starring Goemon
19 Wetrix
25 26 27 28
20 Star Wars: Shadows Of The Empire
21 Micro Machines 64 Turbo
22 Ridge Racer 64
23 Turok Rage Wars
24 Mortal Kombat 4
25 Armourines Project S.W.A.R.M.
26 Army Men: Sarge’s Heroes
27 Resident Evil 2
28 Extreme-G 2
29 Pokémon Puzzle League
30 Command & Conquer 34 35 36 37
31 Rampage World Tour
32 Glover
33 Wave Race 64
34 Batman Beyond: Return of the Joker
35 Puyo Puyo Sun
36 Donkey Kong 64
37 Road Rash 64
38 Bakuretsu Muteki Bangai-O
39 Rakuga Kids
40 Cruis’n USA
41 Mission Impossible 43 44 45 46
42 The Legend of Zelda:
The Ocarina Of Time
43 All-Star Baseball 2000
44 Star Wars: Episode 1 Racer
45 Bass Hunter 64
46 Mario Golf
47 WipEout 64
48 BattleTanx
49 Pokémon Snap
50 Flying Dragon
51 Turok: Dinosaur Hunter 52 53 54 55
52 Beetle Adventure Racing
53 Lylat Wars
54 WCW Nitro
55 Banjo-Tooie
56 Space Station Silicon Valley
57 Kirby 64: The Crystal Shards
58 GoldenEye
59 Sin & Punishment
60 Conker’s Bad Fur Day
61 Shadow Man
62 Mario Party 2
61 62 63 64
63 Duke Nukem: Zero Hour
64 Rayman 2: The Great Escape
65 Killer Instinct Gold
66 Super Smash Bros
67 Super Mario 64
68 1080º Snowboarding
69 Turok 2: Seeds Of Evil
70 Mario Tennis
71 Paper Mario
72 Blast Corps
73 Rocket: Robot On Wheels
70 71 72 73
74 Pokémon Stadium
75 Dr. Mario 64
76 Perfect Dark
77 The Legend Of Zelda: Majora’s Mask
78 Bomberman 64
79 Gex 64: Enter The Gecko
80 Mischief Makers
81 Harvest Moon 64
82 Megaman 64
83 Castlevania: Legacy Of Darkness 79 80 81 82
84 Mickey’s Speedway USA
85 Quake II
86 Magical Tetris Challenge
87 F1 World Grand Prix
05 06 07 08 09
11 12 13 14 15

20 21 22 23 24

29
10 30 31 32 33

38 39 40 41 42

47 48 49 50 51

56 57 58 59 60

65 66 67 68 69

74 75 76 77 78

83 84 85 86 87
In an age when it was said that 3D platform games didn’t work,
Nintendo proved us all wrong. Nick Thorpe and Luke Albigés
examine the impact of the N64’s most revolutionary game…

34 | N64 Book
super mario 64: Nintendo’s 3D game-changer

intendo has always been a company polygonal revolution. Exact gave us Jumping Flash!,
that has set its own agenda, and that a game which offered free-roaming stages, viewed
has rarely been more apparent than it from a first-person perspective. Realtime Associates
was with the N64. Rather than following delivered Bug!, which featured 3D stages comprised
the likes of 3DO, Sega and Sony into the CD-ROM of interlocking straight paths, thus strictly regulating
market, it stuck doggedly to cartridges. Instead of player movement. Xing’s Floating Runner utilised free-
simply evolving the SNES pad, it produced a radical roaming stages but employed a fixed perspective that
three-pronged controller design. Neither of those made it feel almost like a top-down 2D game. Even if
design choices proved to be the future – it’s a tall order Nintendo had wanted to follow convention with Mario’s
to convince an entire industry to do things differently, 3D debut, there was simply no convention to follow.
after all. The thing that made people take note was The other reason that it had to be a groundbreaking
Super Mario 64, though – a bold and unique design, game was the weight of expectation placed upon it at
just like the machine it ran on. However, unlike its host the time. “Up until Mario 64, and probably until Mario
hardware, it made a profound impact on the rest of the Galaxy, there has always been expectation surrounding
industry, shaping the development of future platform a new Nintendo console and with it a new Mario,”
games and 3D games in general for years to come. says Paul Davies, who was the editor of Computer
Of course, Super Mario 64 had to be a bold & Video Games during the development and release
design. The one common feature of 3D platform of Super Mario 64. “So, even though we had no idea
games released before Super Mario 64 is that they how this would shape up, the prospect of Ultra 64
were all distinct creations, as no two developers had Mario was enough to affect your breathing for a while.”
the same vision of how to adapt the genre to the Even those close to Nintendo weren’t aware of » John Pickford was one of the early
what was in the works. “I was working for Software ‘Dream Team’ developers for the N64
and had an early glimpse of Mario 64.
Creations at the time and they were part of the original
‘Dream Team’ of developers working on N64,” recalls
John Pickford. “I was lucky enough to be part of a
group to visit the Shoshinkai 1995 show in Tokyo for
the first unveiling of the Ultra 64 and its software.
When we landed at the airport I remember bumping
into several other British developers including the
Stampers from Rare and David Jones from DMA
design. David said something along the lines of, ‘I hear
Mario is looking very good.’ That was the first time I
had heard there was a Mario game in development.
There had been zero publicity or even mention
of Mario until that point.”

» Later levels typically featured


more floating islands, and
consequently greater risk of death
by plummeting.

N64 Book | 35
A Hat In Time director Jonas Kaerlev on how Super Mario 64
Placards at Shoshinkai said that the game was 50
inspired and influenced his crowdfunded 3D platformer
per cent complete, and even described Super Mario 64
as a temporary title, but that wasn’t the impression
that attendees took away from the event. On a visual
level alone, Nintendo had already produced something
stunning. “The game was shown on the show floor
– looking finished and playable,” says John. “And like
nothing else I’d ever seen.” Paul was also attending
the show, and the game made a similar impression on
him. “It sounds incredibly corny, but I couldn’t believe
my eyes. I was gobsmacked, bowled over.”

hat initial showing elicited strong


emotional reactions from all who saw
it. “I was so excited, I tried to impress
the hotel staff with my bagful of press
materials and transparencies,” Paul confesses. “They
were not impressed.” According to John, other people
were feeling something closer to fear, or at the least
denial. “I don’t know if it’s true but I heard a rumour
that ‘Sony execs’ were going around telling people that
the game was running on hidden ‘workstations’,” he
recalls. “Hard to believe now but a lot of the technical
When did you first encounter Super Mario 64, for every new mission, to make the level feel fresh elements (MIP mapping, filtering, perspective-correct
and what impression did you get from it? on every visit. textures, z-buffering, hardware anti-aliasing) were all
I experienced Super Mario 64 for the first time in the At first, you might be defeating the Mafia Of Cooks new to consoles and not present on PlayStation.”
late Nineties. It was the first game I played that was to collect your Time Piece, and next you’re a detective The version of Super Mario 64 shown at Shoshinkai
fully 3D, so it was really impressive at the time. in the mission ‘Murder On The Owl Express’. Every in November 1995 might not look immediately
I wasn’t great at English back then, since I’m not new mission has a story, and you’ll get to understand recognisable to fans – even the familiar entrance hall
a native English speaker, so a lot of the dialogue got more about the levels and characters on every visit. of the castle is different, lacking the cloud murals and
lost on me, but that didn’t stop me from getting all even the central staircase seen in the final game – but
120 Stars. The presentation made it easy to fill in the As a developer of 3D platform games, how do that incredible visual polish carried over to the finished
gaps and imagine what the characters were saying. you seek to differentiate A Hat In Time from game because there was no fabrication or trickery
If I didn’t know what to do because the dialogue was genre-defining games like Super Mario 64? involved. The N64 was perfectly capable of all of
the only guide, I’d just explore the level until I found A Hat In Time takes a different approach to both those features, and gave Super Mario 64’s worlds and
out what was going on – this sparked my interest in gameplay and story. For gameplay, the player’s characters a feeling of solidity that immediately placed
games that provide an interesting world to explore. moveset is completely different, using a double-jump both the game and console ahead of the competition.
and an air boost to navigate both horizontal and “Everything just worked so incredibly slickly,”
What were your favourite parts of Super Mario 64? vertical space. The player can also change and says Andrew Oliver, then running Glover developer
There are so many good parts! I think everyone upgrade the moveset by collecting badges and
remembers the piano in Big Boo’s Haunt, the vertical putting them on their hat. This way, we reward
climb up Whomp’s Fortress, and plotting vengeance players for exploring with features that enrich their
against the bird who took your hat in Shifting Sand experience. For story, every level in A Hat in Time is
Land. Peach’s Castle is also one of the best parts of called a Chapter. Every Chapter focuses on a single
Super Mario 64 – it feels so mysterious, almost like a location, be it Mafia Town, Subcon Forest, or the Owl
full level in and of itself. Express train. Additionally, every Chapter introduces
a new cast of characters, and these characters
Which 3D platform games do you think were stick with you for the entire Chapter, until you reach
the best successors to Super Mario 64? the Chapter finale, where things go off the rails! In
Super Mario Sunshine is definitely one of the best, and Subcon Forest, you’ll be signing your soul away in
it’s a literal successor to Super Mario 64. It stays true contracts to The Snatcher, and on the Owl Express,
to the formula that Mario 64 created, but adds more you’ll have to choose whether the angry Conductor
flavour to the world, making it all seem like a real, or the smooth DJ Grooves is your friend, or your foe.
connected place. I like how the levels transform over A Hat in Time also supports multiplayer, both local
and pull
time. It’s so cool to watch Delfino Plaza get flooded and online. We took inspiration from a Mario 64 hack, o could dangle from ledges
» For the first time ever, Mari
.
with water when Corona Mountain erupts. and saw a lot of potential to fully realise multiplayer himself up after a close jump
Psychonauts by DoubleFine is also a really great for A Hat in Time. You can defeat bosses, collect Time
spiritual successor! It’s a bit more story-based, and Pieces and have a good time your friends.
the levels are amazing, especially Whispering Rock Lastly, A Hat in Time has modding support.
and The Milkman Conspiracy. Psychonauts even did Players can create their own worlds and missions. » Chris Sutherland was responsible for
Super Mario Galaxy gravity before that was a thing! We’ve seen the amazing things people can make in Banjo-Kazooie and is now working on
Yooka-Laylee.
their favourite games, so we want to embrace that
Which elements of Super Mario 64 have you fully. The levels can be either simple to design or they
drawn inspiration from for A Hat In Time? can be giant worlds with multiple missions. All these
Similar to Super Mario 64, every mission in A Hat In features feel like a natural evolution of Mario 64, and
Time is centred on a Time Piece the player has to we hope everyone will be enjoying A Hat in Time
collect. A lot of the levels undergo massive changes when it comes to Windows and Mac in 2017.

36 | N64 Book
super mario 64: Nintendo’s 3D game-changer

This set the benchmark – anyone releasing


a 3D platformer thereafter on N64 was going
to be compared with Mario by players!
Chris Sutherland

typically linear affairs


» Unlike the main stages, boss stages were
with little freedom to explore.

Interactive Studios. “In the ‘other camp’, we’d been


amazed by PlayStation’s 3D capabilities. But, whilst
Sony pushed all developers to make 3D games, many
of us struggled with certain aspects. Cameras were
shaky, 3D meshes showed cracks, textures warped
and getting a third-person character to feel really nice
and for the camera to track it well always seemed
just out of reach.” Nintendo’s game exhibited none of
those problems. “Mario 64 was so professional, no
shake, no shudder, or warping or cracking textures.
The PlayStation was 32-bit with integer maths and the
N64 was 64-bit with floating point maths, so there
was good reason it worked so much better.”
Mark R Jones, a former artist for Ocean, was
similarly taken aback by the leap in 3D quality. “The
graphics were jaw-dropping. I’d only really played a few
3D games on the PlayStation and this was a massive
improvement,” he remembers. “Round things looked
round and not like a series of joined up straight lines.
The colours were bright and vibrant and, despite many
games claiming that playing them was ‘like controlling
a cartoon’, I think that with this game it had really and
finally happened for real. I remember everyone at
school saying that Knight Lore on the Spectrum was
like a cartoon back in 1984. But really it wasn’t. Mario
was the real thing. It had actually happened.” Rare, then a Nintendo subsidiary, he served as the
The press immediately set the hype train in motion. lead programmer on Banjo-Kazooie. “One might have
New images would appear in magazines every month, expected the transition to 3D to have been gradual,
whipping anticipation up to fever pitch – but it wasn’t e.g. Nintendo could have taken a traditional 2D Mario
just the public that was excited. Even developers course and given it hints of 3D (similar to the Donkey
couldn’t wait to get their hands on the game. “Being Kong Country Returns) but instead they jumped in
a fan of the 2D Mario series I was fascinated by how head first to give the player an immersive world to
they’d brought Mario into 3D, what problems they’d explore,” he continues. “This set the benchmark –
encountered and the approaches they took to tackling anyone releasing a 3D platformer thereafter on N64
them,” says Chris Sutherland of Playtonic Games. At was going to be compared with Mario by players!”
banked curves,
» These rolling balls rolled realistically around
unwary players up.
ord got around the Killer Instinct barn producing lateral movement that could trip
that the new Mario game was in
the building so we all piled into Chris the relatively-new E3 show in Los Angeles – Nintendo
Tilston’s room for a gander,” recalls had a huge stand with around 30 N64s set up and
Chris Seavor, another former Rare developer who led dedicated to Mario 64 and people queuing three deep
the development of Conker’s Bad Fur Day. “I think this to take turns. Most were running around outside the
was a little bit before it actually released and it was castle – just enjoying the experience of running Mario
the Japanese version, so nobody could understand around a beautiful cartoon fantasy world. They nailed
any of the text. Needless to say it was pretty mind- the feel good controls of a character running around a
blowing. I’d never seen anything like it before. Then 3D world. Everyone was beaming – it was a turning
Tim [Stamper] turned up looking rather mortified that point for the industry.”
we were all seeing this ‘super secret’ thing and took it The importance of solid controls to Super Mario 64
away… Still, I’ll never forget that moment.” can’t be overstated. “It was the first time I had played
Andrew’s first experience with the game was a game where messing around with the character’s
» Level design was supremely cleve
r – Wet-Dry World required
equally memorable. “It was the summer of 1996 at abilities was a lot of fun even with nothing specific
manipulation of water levels to achie
ve your goals.

N64 Book | 37
Mario’s 3D debut was so good it » Rare’s Gregg Mayles
launched the DS, too. But the DS was the designer for
both Banjo-Kazooie
version was no lazy port – it was and Banjo-Tooie.
a remake with new features…

Multiplayer & MiniGames


■ VS Mode lets up to four players face off in
arenas in an attempt to grab as many Stars is just one of the challenge
s in Snow
» Jumping over waves of ice
and Coins as possible within a time limit. There .
Man’s Land
are also unlockable minigames, which can be
earned by catching rabbits in the main game.
These are largely simple distractions, all of which to do,” says Gregg Mayles, a Rare developer and
More Characters are designed to showcase various uses for the Banjo-Kazooie’s designer. “It has still not been beaten,
■ In addition to Mario, three extra characters – handheld’s touchscreen. in my honest opinion,” Chris Seavor adds. “Slick, tight,
Yoshi, Wario and Luigi – were made playable, great animation and totally intuitive. The first attempt
each with slight differences. Luigi’s jumps are Control Options at such a control type and they nailed it for the ages.”
higher at the cost of handling, for instance, ■ Given that the DS didn’t have an analogue In fact, he found that even the difficult aspects of
while Yoshi gets a unique hybrid of his Yoshi’s stick, Nintendo had to get creative with its input controlling the portly plumber provided satisfaction.
Island move set and the original Super Mario 64 methods here. One option is to use digital control “There was a particular mechanic that took me ages
one. Collecting caps mid-level lets you switch with an extra run button, although this lacks to get to grips with, which involved jumping off a wall,
between them. precision. The other uses the touchscreen as a I just couldn’t do it. Then one day all my muscles
virtual analogue stick and, while tricky to get suddenly twigged, and the sheer joy of jumping up
New Abilities used to, this is the best of the two options once and up from wall to wall, in 3D, was a revelation.”
■ Classic Mario 64 power-ups like the Wing Cap, you manage to adjust to it.
Vanish Cap and Metal Cap are split among each aul’s first impression of the game centred
of the characters, while new powers include on “using the central, solitary analogue
mushrooms that can boost character size and stick to help Mario perform backflips and
damage (like the Mega Mushrooms seen later dodge and weave around the first level of
in the series) and a fire breath move for Yoshi. the game”, and it was the analogue stick that did a lot
Several Power Stars are tied to the character- of the work in making the game feel so good. John
specific abilities. explains the appeal well: “The self-centring thumb
stick was the first viable analogue joystick I’d come
Extra Stars across. Analogue sticks have been around forever but
■ There are 37 additional Power Stars in the DS they were always near-enough impossible to use.
version, although several original ones were Improved Graphics Mario had effortless, expressive, intuitive control of a
altered or removed for a grand total of 150. ■ A combination of decent processing power character in a 3D world,” he says. “Back then, it was
Many of the new ones are Switch Stars (which and a smaller screen means that many aspects more or less accepted that 3D platformers don’t work.
triggered by a switch and must be collected of the graphics see a marked improvement on There had been a few noble attempts but they were
before they vanish). Collecting every Star still DS – Bowser’s model in particular is more in line all difficult and confusing to play. Usually the gameplay
allows access to the castle roof via the cannon in with his modern look, while there are plenty of was about overcoming the controls and camera
the grounds, although Yoshi is no longer there as notable changes (most for the better) over the restriction,” he continues. “Mario 64 had you running,
he’s now playable. course of the game. The second screen is also skipping, backflipping, climbing trees and even flying.
used to display an overhead course map. Nintendo had done the impossible.”
Of course, all of that excellent control would have
been for nought if the game didn’t provide adequate
space to utilise it, and challenges to overcome.
Nintendo delivered in both regards. Paul remembers
the sense of disbelief in the office at the time. “The art
designer of C&VG was asking me all these questions,
because he doubted that much of what he had heard
was true: ‘Can I just run onto that bridge and jump
into the water? And then I can swim? Under the
water?’” For Gregg, the structure was as important as
the space. “3D games up to this point felt restricted
in where you could go and what you could do,
but Mario 64 removed these restrictions,” he
explains. “The freedom made the worlds a joy
to explore, coupled with an progression system
which allowed you to tackle challenges in the
order you wanted to.”

38 | RETRO GAMER
super mario 64: Nintendo’s 3D game-changer

A closer look at the portly plumber’s ama


zingly agile abilities

Movement (Analogue Stick)


Backflip Z + A
■ Full control over Mario’s movement
■ Similar to the direction-changing
speed is an integral aspect of the game, somersault, only performed from a static
allowing for a degree of freedom and crouch. Given Mario’s general mobility,
precision that digital control simply can’t the somersault is generally considered to
offer in 3D space. be more useful.

Punch B
■ A new addition to Mario’s arsenal, this
allows for more ways of interacting with
Sweep Kick Z + B
■ Useful for making Mario perform
the world, whether that be hitting blocks
extremely brief breakdancing displays,
and switches or smacking enemies
but not a lot more, sadly. Still, variety is
instead of jumping on them.
never a bad thing, so bust a move from
time to time!

Jump A
■ Perfect for when you don’t want to be
on the ground any more, Mario’s staple
Long Jump Z + A (While running)
■ Timing is key to mastering this long-
move is as versatile as ever here – the
range leap – press and hold Z while
longer you hold the button, the higher
running to crouch-slide and quickly press
Mario will jump.
A to send Mario flying. Bold use of this
can skip many obstacles and hazards.

Crouch Z
■ Where once you would just press down Cling (Land near platform edge
or slowly walk off ledge)
on the D-pad to make Mario crouch, ■ Mario no longer has to fear death from
here a bespoke button is needed. Rarely slightly misjudging distance. Fall just
required on its own, but frequently short of a ledge and you’ll grab the edge
incorporated into advanced techniques. and can pull yourself up, sacrificing speed
for safety.

Double Jump A ,A
■ Time a second jump for immediately Somersault (Analogue
from direction of running) +
stick away
A
after you land from the first and you’ll ■ Jerk the stick away from the direction of travel and
launch Mario slightly higher, with an jump to perform a flip that goes much higher than a
audio cue to let you know you’ve regular jump – great for quickly getting a vertical boost.
performed this successfully.

Kick B (While jumping)


■ There’s more to this move than it
seems – it maintains Mario’s momentum
from whatever he’s doing, making it a key
ingredient of any speedrun rather than an Slide Kick Z + B (While running)

offensive move. ■ Performed in the same manner as the


long jump, only with B instead of A. This will
earn you extra style points, but it’s far from
an essential part of Mario’s repertoire.
Triple Jump A ,A,A
■ A third timed leap is also possible, this
time giving a much more obvious and
useful height boost. With the Wing Cap Wall Jump (Jump
analogue stick away)+
at wall,
A
Dive B (While moving)
■ After launching himself directly into a wall,
on, this move will send Mario soaring off ■ Casual players might not like this move
into the sky. Mario can kick off it to change direction and
on account of how often it comes out gain height. Timing and execution are tricky, but
instead of the punch while moving, but mastery allows for some amazing shortcuts.
experts swear by it for grabbing objects
without losing too much momentum.

N64 Book | 39
With Super Mario 64 being the first of its
kind, that became the de facto place to look » Chris Seavor
was the brains

for inspiration to solutions


behind Conker’s
Bad Fur Day.

Chris Sutherland

to provide
ly move to positions, likely
» The camera would intelligent
a helpful perspective.

well put together,” he remarks. “You can just see the


programmers at Rare having Super Mario set up next
to their stations looking at it and saying, ‘Right, now we
have to do that bit better.’ And in a lot of cases, they
did. But Mario showed the way forward.”
Mark is dead on the money – the developers at
Rare were definitely influenced by the work of what
was then their parent company when creating those
games. “At the time we [were] experimenting with
a ‘2.5D’ look for a platform game that felt like an
evolution of the Donkey Kong Country games we had
created, but after seeing Mario 64 we knew fully-3D
worlds were going to be the future,” Gregg confirms.
Instead of the simple ‘reach-the-goal’ gameplay s soon as Super Mario 64 became “In the past if we’ve looked to solve a problem we’d
of 2D platform games, each course in Super Mario 64 available in Japan on 23 June 1996, often look to see how other games have tackled
offered a selection of challenges, each of which it began to receive rave reviews from similar issues,” Chris Sutherland says. “With Super
awarded a Star upon completion. They could range the press. The list of accolades could Mario 64 being the first of its kind, that became the de
from simply locating red coins to defeating bosses, run for pages, so we’ll cut it down somewhat – 97% facto place to look for inspiration to solutions when we
winning races or just difficult platform challenges. from GamesMaster, 96% each from N64 and Total 64, started building 3D platformers on N64.”
Even Peach’s Castle, the hub through which every 95% in 64 Magazine. For the first time ever, Edge However, there were definitely areas in which the
other level was accessed, held Stars to find. Naturally, awarded its highest score of 10. Paul Davies called it Banjo-Kazooie team looked to improve upon the Super
every player had their favourite moments. “Cool Cool “the best console game ever” in Computer & Video Mario 64 experience, and they put a lot of effort into
Mountain was a favourite,” says Gregg. “The way the Games and he wasn’t alone in making that claim, as distinguishing their game from Nintendo’s classic.
slide race connected the top of the level to the bottom Maximum concurred in its final issue. Enormous sales “We wanted to ensure Banjo-Kazooie had the Rare
was really clever and Mario getting stuck head first in success accompanied the critical acclaim, with over 11 feel. I wanted Banjo the bear to have a very solid
snow after a long fall was pure, indulgent charm.” million copies making their way to players. and predictable feel to his control, as opposed to the
“My memory is really fuzzy, but when I try to recall While Super Mario 64 served as a source of higher level of skill required to master the inertia that
anything it’s like looking at my happier moments of boundless joy for players, it served as an enormous sometimes made Mario’s control challenging,” notes
childhood,” says Paul as he recounts some personal kick in the rear for developers of other 3D games –
highlights. “Swinging Bowser by the tail. Finding that Nintendo was way out in front and everyone else was
bottle underwater somewhere and being convinced playing catch-up. “Every developer studied that game.
that it held a door to a secret zone or something. We Even more than ten years later it was quite common to
thought there would be treats hidden everywhere, see programmers boot up Mario 64 to see how some
and usually there was. Chasing the rabbit, because it aspect of the controls or camera systems worked,”
was running away so may as well, and being led to says John. “I’d say the first result of that was Tomb
something special.” Mark found himself astounded by Raider which clearly benefited from that Shoshinkai 95
the longevity of the game. “Even later on, after showing – particularly with the swimming controls.”
you’d been playing the game for hours, there Mark has a similar take on the game’s influence.
were new things to see,” he remembers, “It did definitely pave the way for the next
“like when Mario turned into liquid metal. generation of 3D platformers. Later games
You then have this completely like Banjo Kazooie and Donkey Kong 64, two
metal Mario, like the baddy of my most favourite N64 titles, wouldn’t
from Terminator 2.” have been as good had Mario not been as
» If the camera ever proved unhelpful, you could even
utilise a
Mario’s-perspective camera view.

40 | N64 Book
super mario 64: Nintendo’s 3D game-changer

Pushing Mario 64 in ways you wouldn’t believe


As one of most-played games on the
speedrun circuit, Super Mario 64 has been
pushed to the limits over the 20 years since
its release. Countless bugs, glitches and quirks
have been discovered in that time, some of which
help towards the goal of getting completion
times down, while others actively go against
that concept. On the former front, various skips
have been found that avoid triggering instances
» Mario’s classic animations were of text or brief cutscenes, each shaving valuable
transferred flawlessly into 3D,
like this jumping motion.
seconds off times. Far more noticeable, though,
are the effects of the more significant glitches,
Gregg. “I also wanted our worlds to feel a lot more most of which involve performing a backwards » Super Mario 64 is the most
popular game on speedrun
grounded, basing each one in believable realism that long jump (or BLJ for short) or some variant with over 1,000 runners acro .com,
ss a bunch of categories.
was given a fantastical and humorous twist.” thereon. These can be used to skip the Star Doors
“We wanted to see more visual detail,” Chris that would otherwise gate access to the Bowser versions of several videos going so
Sutherland elaborates, “especially as we’d just been encounters, as well as the ‘infinite staircase’ that deep into the science of how each run works as
producing very detailed prerendered visuals with leads to the final level and showdown, making to turn glitch mastery into an art form. In these
games like Donkey Kong Country. The challenge is to it possible to clear the game with far fewer than videos (which are incredible, it must be said),
not overwhelm the player with detail – it still needs the 70 Stars usually required – the minimum you’ll see how every stage exists on a near-infinite
to be clear what items can be walked on, when a was thought to be one (Board Bowser’s Sub in grid of so-called ‘parallel universes’, which have
floor is slippy and so on. Likewise, we wanted the Dire, Dire Docks) for a good while until an even collision but no geometry; you’ll hear terms like
architecture/geometry of the worlds to be more more complex version of the BLJ trick was found ‘QPU Alignment’, ‘Syncing Speed’, ‘Half A-Press’
complex and interesting – but in doing so, the camera that let that stage be skipped as well, opening and ‘Held Object’s Last Position’ used in explaining
that follows the player needs to become more the door to 0-Star runs (and ironically doing so feats of extreme mechanical manipulation; you’ll
complex and clever to handle unusual situations and to without opening the door). These tricks allow discover just how long Mario needs to run on the
avoid confusing the player.” for the credits to be reached in just a little over spot in certain locations to build up enough speed
five minutes, while various categories exist for to perform some of these crazy glitches (spoilers:
etting the camera right is a task that players who would still chase world record pace it’s 12 hours).
Gregg remembers vividly. “When I played without having to use said tricks to do so. Many of us reflect on Super Mario 64 as an
Mario 64 I didn’t feel the camera was At the other end of the spectrum lies the work incredible highlight of our gaming lives – an
that good, but the reality of just how hard of YouTuber pannenkoek2012, whose channel is amazing introduction to 3D gaming that set the
a job this is to get right become apparent when we filled with literally hundreds of videos in which he stage for much of what came after. But for others,
created our own camera systems,” he reminisces. does everything from collecting every possible coin it’s an obsession. And whether that means treating
“In hindsight, Mario’s camera had the right goals in in each level to showcasing various glitches and it like a race or like an in-depth science experiment,
trying to be as dynamic as possible and mostly got it oddities in the game that you won’t see in a more the fact that players are still discovering new things
right. The 3D worlds that we created were even more refined speedrun where they would literally only about this game two decades after release is
complex than Mario’s and created major headaches cost time. More recently, however, he has found nothing short of incredible.
for us. Sadly a good camera system is invisible and fame for a series of videos in which he attempts to
something nobody talks about, but one that has even » Metal Mario: collect many of the game’s Stars in as few presses Further Reading:
minor problems gets a lot of attention.” very heavy, but of the A button as is possible. These challenge speedrun.com/sm64 - The fastest runs of the
pretty unlikely
With Rare more accustomed to 3D game to try to murder runs, while interesting, only really started to garner game – 70-Star and 120-Star runs are pure skill
development by the time of Conker’s Bad Fur Day, John Connor. attention in the last year or so, with commentated exhibitions, while lower categories combine this
with glitch exhibitions.

tasvideos.org/SM64TASHistory - Tool-assisted
videos that show optimal routing and the evolution
of glitch-led runs, from the first 16-Star run back in
2005 to the effectively perfect run recorded in 2012.

youtube.com/pannenkoek2012 - pannenkoek’s
YouTube channel, which goes into insane depth on
just how far Super Mario 64’s mechanics can be
» Calculating Mario’s spee twisted and broken.
d based on terrain is an integ
part of successfully visiting ral
parallel universes.

N64 Book | 41
many of those initial technical challenges were less » Andrew Oliver
of a problem. Still, it was a game which tried to top is well aware
Super Mario 64 in certain areas, and Chris Seavor pulls of creating 3D
platformers for
no punches in pointing them out. “The visuals… let’s the N64, having
be honest, Mario 64 had some ugly-looking assets in made Glover.
there,” he notes, and it’s fair to say that Conker came
out ahead in this regard thanks to Rare’s knowledge of
the N64’s hardware, and particularly its texturing quirks.
The structure of the game was tweaked too. “We Mario 64 got so many things right that
also added more of a narrative to the world, driving the
player forward not so much to get the next Star, but to it was hard for following games to make
see where the stories and characters lead you.”
Still, Gregg is under no illusions as to how difficult significant improvements
it was to compete with such a groundbreaking game. Gregg Mayles
“Mario 64 got so many things right that it was hard for
following games to make significant improvements,” with. But suddenly, we were playing a huge game that that 3D was the future, and not just of driving games,
he opines. “Other games had more impressive visuals, had solved a few problems more elegantly that we but all games! It looked so good, and gave some
used the performance of the hardware better and had. For example, it had smoothed-skinned characters, personality to the characters,” he says. “The worlds
created worlds that had more depth, but few got close unlike the hinged, segmented 3D characters that were big and interesting and it immersed players
to matching things like Mario’s control.” PlayStation and Glover had! We decided we had to in a deep and beautiful fantasy world. Over on the
ensure our characters looked just as smooth and PlayStation, it still felt that 3D was struggling and whilst
ver at Interactive Studios, the Glover had to work out how to make an animated skinned technically impressive, the gameplay or graphics were
team was discovering the same thing. character renderer.” That wasn’t the only innovation generally suffering for the 3D experience. Mario 64
“Mario set a high bar of quality to meet,” that Andrew and the Glover team had to compete showed the way forward for the whole industry!”
says Andrew. “We were prototyping with. “We just spent ages trying to work out what the “It was the first of its kind and a genuine ‘Wow
Glover, first on PC and then on an N64 dev kit, and we logic was for the camera so we could get somewhere Moment’ in gaming that excited even the most jaded
were getting great results that we were very happy close,” he remarks. “Technically we figured out most of people. It was a combination of revolution combined
things, as Glover demonstrates, but Mario was still with one of the most prominent and successful series
obviously a better game.” of games,” says Gregg, summarising the legacy of the
With the developers telling us how far they went to game. However, he also adds a important point: “It’s
match Nintendo’s effort, it’s clear that Super Mario 64 also stood the test of time. Play Mario 64 today and it’s
had a huge impact on videogames, so we asked them still got the ability to transform you into a playful child
to quantify it. For John, it was a game that accelerated where just doing things without thought is great fun.”
the pace of progress in game development. “Nintendo That’s the key thing to remember about Mario 64. It
solved the problems of third-person control in 3D video was undoubtedly a groundbreaking and technologically-
games and presented the industry with a ‘how to do impressive game, as the developers we’ve spoken
it’ in the form of Mario 64,” he says. “I think the to have testified. Time marches on though, and other
industry would have figured it out eventually games have entered the conversation as points of
without Nintendo’s help but Mario 64 saved us reference for 3D game design. If Super Mario 64 had
probably five years worth of failed experiments just been a technical achievement, we’d remember
and clunky controls.” it as an important release. But Super Mario 64 was
For Andrew, it was nothing less than always a supremely enjoyable game first and foremost
» Challenges for Stars were rathe proof that polygon technology was – and the decades that have passed since it released
r unusual
compared to previous Mario game
s – this Koopa actually viable. “It made everyone realise haven’t dulled that in the slightest.
wants to race you.

42 | N64 Book
super mario 64: Nintendo’s 3D game-changer

Five games that made the jump


to 3D in style… ...and five that stumbled and fell
into the depths of infamy

Fade To Black 1995


■ Many would argue that Flashback never
needed a sequel, and this oddity serves as
evidence for the truth of that statement. Crude
3D visuals were a far cry from the mind-blowing
» Using the analogue stick gently original, it’s redeemed somewhat by its decent
, Mario can tiptoe past this
sleeping enemy without waking
it. character animation.

here were years when I didn’t play it Metroid Prime 2002


and when I got back into retro games I ■ Many wondered how the exploration of Metroid
worried that it might not have aged well could ever work in 3D, but Retro Studios came
and I was hesitant to have another go at through with the perfect answer. Encapsulating
it,” Mark confesses. “But I can happily report that even Metroid’s sense of isolation and freedom, while
now, with the novelty of the graphics having worn off, being a showcase for the GameCube, it’s one of
Mario 64 is still one of the best and most fun games to the greatest examples of 2D-to-3D done right.
play on any machine ever!” He’s in no doubt as to why
that is, too. “Nintendo didn’t just rely on the graphics to The Legend Of Zelda:
wow everyone, they also concentrated on the puzzles Ocarina Of Time 1998
and gameplay. So they still spent as much time on ■ Just as it had done with Super Mario 64, Bubsy 3D 1996
the gameplay as they had done on the previous Mario Nintendo embraced the third dimension when ■ Famously one of the worst games ever made,
titles but had added in this huge world that seemingly updating Zelda for a new generation. The game this took the unlikable Sonic rip-off, dumped him
burst out of this little bit of plastic you just stuck in the was imbued with a very real sense of verticality into an ugly 3D world that looked to be made out
top of your machine before you turned it on.” that helped make it absolutely jaw-dropping. of placeholder assets and left it at that. Random
That’s why Super Mario 64 is still as relevant today deaths and horrendous pop-in abound in this
as it has ever been. The kids who grew up with Grand Theft Auto III 2001 abhorrent waste of time and money.
N64s are adults now, and their love for the game and ■ Alongside Super Mario 64 and Ocarina Of
its successors is the reason behind the success of Time, GTA III was instrumental in establishing Earthworm Jim 3D 1999
crowdfunding campaigns for traditional 3D platformer the template for modern 3D games, especially ■ Handing the reins to an untested developer for
revivals, including A Hat In Time and Playtonic’s Yooka- open world titles. Minimal prelaunch fanfare only something so difficult as making the jump from
Laylee. Super Mario 64’s supreme gameplay is the made its impact all the more incredible and it had 2D to full 3D doesn’t sound like the best of plans,
reason that people are still playing today, years after a real sense of place and personality. as this effort proves. Bland environments were
most people nabbed that last Star and had a chat with a departure from the colourful backdrops of the
Yoshi on top of the castle. People simply aren’t tired of original and the camera had a mind of its own.
the game – and if you needed any proof of that, hop
online and look at the abundance of Super Mario 64 Castlevania 64 1999
speedruns, challenge runs and modified versions. ■ One of the reasons people thought Metroid
But don’t take our word for it. Dig out a copy of could never work in 3D was that Castlevania
Super Mario 64 and start up a new file. Spend a struggled to transition. Camera once again
minute or two pottering around the castle to get a feel proved to be fatally flawed in early attempts at
for how Mario controls before leaping into Bob-Omb 3D vampire hunting, at odds with the pinpoint
Battlefield. We’d be surprised if those few minutes precision for which the series was known.
don’t turn into hours – and years later, developers are
still trying to make games that are so compelling. Final Fantasy VII 1997
■ A curious case study, as the move to 3D
graphics actually had little impact on the
gameplay formula. It did, however, allow for
impressive cutscenes and a more cinematic
feel – two things that both tied in beautifully to the
greater storage capacity CDs had over cartridges.

Metal Gear Solid 1998


■ As with FFVII, the polygons of MGS allowed
for a then-unprecedented level of cinematic Prince Of Persia 3D 1999
presentation. Kojima and his team took this ■ While this 3D debut wasn’t as dreadful as some
concept and ran with it, too – Snake’s PlayStation efforts, its poor control and awkward animations
sneaking mission is widely accepted to be the were just made to look even worse thanks to
birthplace of modern cinematic gaming. how impressive these aspects had been in the
original game. The camera was also horrible – a
standard pitfall of 3D gaming.
er Mario 64 – Luigi
cast was absent for Sup
» Most of the extended has a cameo.
appe ar, and Yoshi only
doesn’t

N64 Book | 43
International
Superstar Soccer ’98
Building a legacy, PES by PES
» Nintendo 64 » Konami » 1998
» RETRO REVIVAL

The title clash of PES vs FIFA, which


still happens every year like clockwork,
has been fascinating to watch unfold
into an incredible rivalry. But as much
as the silverware has changed hands since
the two started going at it, it’s amazing how little has
changed in terms of the attitudes of the two franchises.
PES, or ISS as it was prior to the PlayStation rebranding,
has always put gameplay first, often at the cost of
presentation – player names and likenesses tend to be
wrong (comically so on occasion) and official licences are
rare, while FIFA’s goal is and has always been to offer
football fans the most authentic digital recreation of the
match day experience possible.
The overwhelmingly complex controls of modern
releases pretty much came in with the PES rebranding,
with the ISS games that preceded that typically being
quicker and more arcade-like in gameplay, not unlike the
Virtua Striker games, in fact. On a console like the N64,
this degree of accessibility made perfect sense – players
used to the colourful and friendly experiences that were
typically released on the console wouldn’t have been able
to fully appreciated a true simulation of the sport, nor most
likely would the console’s unique controller.
Given that ISS Pro Evolution would lead the series down
this path as soon as the following year, ISS ‘98 stand up
today as one of the last great arcade-style football games,
offering a nice degree of depth that means you can’t just
belt in overhead kicks on command, yet that still enables
the kind of fast, flowing plays that are far less common in
later games.

44 | N64 Book
N64 Book | 45
46 | N64 Book
Recently, Retro Gamer readers voted Ocarina Of Time the second
greatest game of all time. We caught up with numerous classic developers
to find out why Nintendo's epic 64-bit console classic still has the power to
enthrall and enchant gamers after all these years

W
hen all is said and done, a great That Ocarina Of Time is a game bursting at Back in 1986, when that first game in the
game is measured simply by the seams with memorable moments like these series was released, technical constraints meant
the journey you’ve taken – that all wrapped up inside one epic adventure makes Miyamoto could only project the core themes of
moment when you reflect on the it not only the best Zelda game in the series but, Zelda on the screen – staples such as the three
hours you’ve invested and ask yourself ‘was it for many people, one of the greatest videogames central characters, the Triforce, Hyrule, the sense
really worth it?’ as well. It’s a game that takes you on the most of freedom, and of course the dungeons. And
The best games in history have all provided perfect kind of adventure, one that anyone of any as early as its first sequel, it was clear Miyamoto
us with memorable adventures we’ve enjoyed age can easily relate: you’re the hero, you scale was beginning to think more about how, having
taking a commanding role in, adventures we’ve the castle, defeat the villain, rescue the princess, smashed the pegs into the ground, he could
felt a strange polarised sense of disappointment and in doing all of that restore peace to the land start erecting his true image for Hyrule using the
and pleasure at seeing the credits roll, enjoyed and become the stuff of legend. modest powers of the NES.
paying a revisit to once or twice, and have While there can be no question that the original The Adventure Of Link, while widely branded
provided us with memories we will likely carry The Legend Of Zelda was a true watershed as the ‘black sheep’ of the series, shares a
with us forever – because we were there and moment for videogames, and Ocarina owes number of striking similarities with the franchise’s
we made them happen. For you, perhaps these it a sincere debt of thanks for putting the core golden calf. The sequel added side-on platform
include something as simple as rescuing Pauline pieces in place, it was merely a small portion, a sections that transported gamers into the heart
from the clutches of Donkey Kong, or maybe you compromise if you like, of what series creator of Hyrule, with this new viewpoint used to create
remember specific parts of bigger pictures most Shigeru Miyamoto had actually envisioned for village sections filled with people with which Link
fondly – like the time you finally found you could Link, Zelda, Gannon and the land of Hyrule. Since could interact and converse with during his quest.
pull off Dragon Punches on command (grasping Ocarina ’s release, Zelda’s creator has revealed Not only would this help to breathe a greater
the natural technique and not simply following that Ocarina Of Time marks his true original sense of life and immersion into the world, but
inputs), slaughtered your first Cyberdemon, or vision of the world – it is the land of Hyrule he also weight a greater sense of responsibility on
crossed the finish line in OutRun. imagined, finally brought to life. the shoulders of the player too.

N64 Book | 47
»» The original plan was for Ocarina to be entirely first-person. While this idea
was dropped, the perspective was kept for looking and aiming.

»» As the title implies, Ocarinas play an essential part in the story. Throughout his quest Link learns new songs that he must play to solve puzzles.

The sequel also had a stronger emphasis on number of popular ideas and themes from other the Nintendo 64. But with the launch just a year
action. Link could now cast spells (in Ocarina Of sequels too. The ocarinas, for example, which away, that projection proved a little ambitious.
Time Link could do the same, and a new magic play a big part in helping you progress in the Ocarina didn’t actually appear until the end of
meter allowed him to perform special charge story, made their first appearance in the Game November, two years after the launch of the N64
attacks) and earn experience points to improve Boy game Link’s Awakening, while A Link To The in Japan, following a number of delays.
his attacks. While this levelling up mechanic was Past ’s dark and light realms also returned, with Designed on a heavily altered version of the
Mario 64 engine, Ocarina ’s creation was handled
by Nintendo’s EAD branch, with different parts
of its creation overseen by various teams headed
up by different directors. Each team focused
on areas such as scripting and story scenarios,
Link’s actions and camera controls, and coming
promptly dropped by the series soon after, this Link aging seven years in the game to see the up with the various items for him to use in the
aspect of character development still played a devastating effect Ganondorf’s rule has had on game. As the development progressed, further
big part in Ocarina Of Time’s gameplay – just the kingdom of Hyrule. teams were added, overseeing aspects such as
now it was done by the far more interesting Ocarina Of Time was first unveiled at sound and special effects in the game. Finally,
means of acquiring new gadgets, items, Nintendo’s Space World event in December Kensuke Tanabe, writer on A Link
additional heart containers and better weapons 1995. Shown to a floor of astonished and excited To The Past, returned to
during the quest. attendees, Nintendo announced that the game once again pen the script
But while Ocarina appears to be inspired most would be ready in time to become a launch for the game based on
by The Adventure Of Link, the game also took a game for its successor to the Super Nintendo, a story idea hatched by
Shigeru Miyamoto and
Yoshiaki Koizumi.
Working as producer and
supervisor, Miyamoto
oversaw overall
production of the
game, giving
ideas to the
directors
to develop
and also
it was his
responsibility
to see that all
the individual
componants came
together suitable.
When Mario 64 was
released, Miyamoto was
able to concentrate solely
on Zelda to help the teams
complete the game.
When the project

48 | N64 Book
The Legend Of Zelda: Ocarina Of Time

We relive some of our favourite moments from Ocarina Of Time


Kokiri Forest Meeting the Princess
You start the game in Kokiri Forest, Link’s village, After an unnecessary Metal Gear-style stealth section,
and can spent ages exploring it before venturing out into in which Link must avoid the glare of the guards as they patrol
Hyrule Field. Acting almost as a training dungeon, Link has the grounds of the castle, he finally catches up with princess
to retrieve both a sword and the Deku Shield to be granted Zelda. Their encounters always memorable, she tells Link that
an audience with The Great Deku Tree. When both objects she fears that Ganondorf is seeking the Triforce to rule Hyrule,
are retrieved, Link then enters the tree and embarks on and so asks him to retrieve the remaining two spiritual stones
his first dungeon. Once complete, the tree warns Link of and get to its before he does. And Link does just that. Well,
started, the developers working on the game Ganondorf’s evil intent, rewards him with the first spiritual she is the princess after all.
numbered around 15; by the time it neared stone and tells him to speak with princess Zelda.
completion this number had swelled to 50.
A number of things delayed Zelda ’s release.
As well as its development moving across to
the 64DD at one stage (with the plan to make it
a launch game for the N64 disk-drive add-on),
when thinking of how best to fully immerse the
player in Hyrule like never before, Miyamoto had
originally wanted the game to play out entirely
in the first-person too. This idea, however, was
dropped after it was decided that during the
game the player would control Link both as a
Hyrule Field Lord Jabu-Jabu
boy and then as an adult, and the idea would
Many Zelda fans remember the first time they set foot There are some imaginative and brilliantly designed
have lost much of its impact if Link remained onto Hyrule Field in the game as being a special and defining dungeons in Ocarina but none more quirky than the belly
out of sight for the majority of the adventure. moment in gaming. The point at which Ocarina really starts of Lord Jabu-Jabu. One of the game’s trickier dungeons to
Surprisingly, the game’s memorable story was to reveal its size and majesty, the field acts as a hub stage complete, it sees Link getting swallowed by the giant, sacred
actually incorporated and finalised at the latter and is surrounded by various different areas, all populated whale-like creature after giving him an offering of fish, and
stages of the game’s design. by the different races that populate Hyrule. When you make then having to travel through his extremely large stomach to
your way to Hyrule Castle and the sunlight in the sky fades, find Ruto, the princess of the Zora race, and retrieve the final
In keeping with the game’s focus on immersion
you cannot help but feel both impressed and captivated. spiritual stone together.
and displaying the land of Hyrule in the best
possible way, it was Miyamoto’s intention that
the camera in the game had a spotlight on Hyrule Using the Ocarina
rather than Link and his actions. This decision Music plays a big part in Ocarina, as is to be expected from
made logical sense in the adventure game a game with a musical instrument in the title. Not only is the
setting. In Mario 64, players benefited greatly audio in the game dynamic, quickly changing depending on
what’s happening, but its characters and many areas are also
from having fluid and clear sight over Mario at
given their own unique motif too. Music also has a significant
all times, helping them to get well accustomed to part to play in the quest and story, thanks to the eponymous
his new abilities and negotiate platform sections ocarinas. Acquiring his first ocarina from Saria when he
leaves Koriki Forest, Link continually learns new songs to aid
him on his quest – tunes to open doors, befriend people, even
for summoning help.

Becoming Adult
Taming Epona The sequel A Link To The Past was the first game to
Navigating Hyrule Field by foot is fine to begin with introduce the dual-realm mechanic to the series. Proving
but later on in the game you’ll be covering a lot of ground; so popular, it was then reintroduced brilliantly in Ocarina.
it’s a good idea to pay a stop to Lon Lon Ranch located near When Link enters the Sacred Realm his concentration is
the centre of the field. Visiting there as a child, Link meets momentarily distracted by the Master Sword, allowing
Malon, the owner’s daughter, who teaches him to play Ganondorf to seize the Triforce. When Link awakens seven
Epona’s song on his ocarina. When he returns as an adult, years later, he’s an adult, and the kingdom of Hyrule has been
and learns that Ganodorf has handed the ranch to devious cast into darkness and despair as a result of Ganandorf’s
range hand Ingo, Link uses the song to tame Epona and bust abuse of the powerful relic. Link is given a startling glimpse of
her out. She is then his to ride in Hyrule Field. what the future holds should he fail in his quest.

N64 Book | 49
Here's just a few of the adventures Link has been on since starring in Ocarina Of Time

The Legend Of Zelda: Majora’s Mask The Legend Of Zelda: Oracle of Seasons The Legend of Zelda: Oracle of Ages
System: N64 Year Released: 2000 System: Game Boy Color Year Released: 2001 System: Game Boy Color Year Released: 2001
There are some people who actually prefer this to Oracle Of Ages marked Nintendo’s first collaboration Oracle Of Seasons ’ counterpart shares similar elements
Ocarina Of Time, and it’s easy to see why that might be with Capcom on its popular series. Linking together with with Majora’s Mask, in that you must manipulate the
the case. Unlike Ocarina, Majora’s Mask is structured Oracle Of Seasons (a password allows you to continue flow of time to achieve the vast majority of your goals.
around a constant three-day cycle that sees Link your adventure) it’s an enjoyable quest that sees Link It’s another grandiose adventure that shares a fair few
changing into a variety of different characters, as he manipulating the seasons to solve a slew of clever similarities with A Link To The Past, and was further proof
tries to stop Termina, the alternate world of Hyrule being puzzles. It lacks the imagination of Link’s Awakening but that Capcom could treat the Zelda franchise with just as
obliterated by its out of control moon. remains a worthy handheld adventure. much respect as Nintendo.

The Legend Of Zelda: The Legend Of Zelda: The Wind Waker The Legend Of Zelda: The Minish Cap
A Link To The Past & Four Swords System: GameCube Year Released: 2002 System: Game Boy Advance Year Released: 2004
System: Game Boy Advance Year Released: 2002 Many were put off by The Wind Waker ’s cel-shaded The Minish Cap is another fine effort from developers
Although A Link To The Past wasn’t a new game, it was visuals, which is a real shame, as they enabled Miyamoto Capcom and dovetails nicely with the events of Four Swords
significant here as it introduced the smaller standalone to convey a sense of emotion in his characters that had and Four Swords Adventures. In addition to introducing a
adventure Four Swords. Created by Capcom, it’s a clever never been seen before or since. The expansive ocean talking bird hat called Ezlo and a variety of excellent new
little four-player game that was expanded for the later travelling put some off, but everyone else discovered items to collect, The Minish Cap also shrinks Link down
GameCube release. A Link To The Past was changed very another incredible adventure that easily captured the for the vast majority of the game, which gives it a very
little, but it’s surprisingly well-suited to gaming on the go. spirit of earlier games. distinctive look and adds plenty of fresh new mechanics.

in a new 3D space. Such requirements were not sensitive A button which could be used to make everything else in Ocarina Of Time, was also
really necessary in a Zelda game. Link wave his sword around, open doors, move made incredibly simple thanks to an innovative
Since the release of The Legend Of Zelda, objects, climb platforms, and converse with new combat system the game introduced that
Miyamoto had always wanted to make players Hyrule’s many memorable characters – made the was called Z-targeting. An automatic aiming
feel as if they were really inside Hyrule. With game instantly playable. mechanic for Link’s projectile weapons, it has
the N64 giving him the power to finally do this, Similarly, using items and viewing the world since become combat staple in videogames and
Miyamoto and his teams thought about how was made a breeze thanks to clever use of has been used in many games across various
best to make the player feel fully immersed in its the controller’s yellow C (camera) buttons. In different genres.
world. And, in finding their answer, they came up
with another of Ocarina Of Time’s best aspects:
the controls.
To say the controls in Ocarina are attuned
perfectly to the game world better than any
3D game that has come before or since is no
exaggeration. Making full use of the crazy third-person mode, items could be assigned In addition to the game’s obliging control
number of buttons on the N64 controller, Link to them to enable easy and immediate access scheme, players were also aided on their quest
was able to effortless navigate Hyrule. Simple during the game, while in first-person mode by a fairy helper called Navi. Acting as your guide
but very effective inclusions – such as having the same buttons offered total control over the throughout the adventure, and never away from
him jump automatically whenever he was game’s camera to help you get your bearings Link’s side, she would point out points of interest
steered off the edge of a platform (considerately and offer precision aiming for weapons such during the game as well as offer useful hints and
saving you the obvious job), and a context- as the slingshot and boomerang. Combat, like suggestions to help you complete puzzles.

50 | N64 Book
The Legend Of Zelda: Ocarina Of Time

»» This odd stealth section, which sees Link avoiding guards to reach
princess Zelda, is one of the less impressive sections in the game.

The Legend Of Zelda: Twilight Princess The Legend Of Zelda: Spirit Tracks
System: GameCube/Wii Year Released: 2006 System: DS Year Released: 2009
As good as Twilight Princess was, it was more a retread Although we enjoyed Spirit Tracks, there was a distinct
of ground covered in Ocarina Of Time than it was a brand feeling that the franchise and well-used formulae
new adventure. It was also hampered on the Wii thanks of the past were beginning to run out of steam. The
to controls that, while decent, weren’t as accessible or train sections proved disappointingly simplistic and
intuitive as expected. Our advice would be to make the monotonous, while the dungeons lacked the pizzazz
effort to hunt down the more expensive – but far more and cleverness of precious offerings. It’s still a great
satisfying – GameCube offering. adventure, of course, but we’re used to more from Link.

The Legend Of Zelda: A Link Between Worlds The Legend Of Zelda: Breath Of The Wild
System: 3DS Year Released: 2013 System: Wii U/Switch Year Released: 2017
Link's first original 3DS game is actually a sequel to Link's latest adventure made it debut on both the Switch
SNES hit, A Link To The Past. As a result the game world and Wii U. It greatly improves the Zelda formulae of old,
is instantly familiar, but it's set up so that you can pretty creating a huge open world for Link to explore in any way
much tackle any dungeon you wish. There's also a he chooses. Filled with magical moments and finely tuned
brilliant new ability for Link which allows him to become mechanics, it's an excellent game that cherry picks all the
paper thin so that he can access brand new areas that greatest moments from open world games and delivers
would otherwise be impossible to reach. them in an unmissable package.

Every aspect of Ocarina felt well-considered; it halfway through the adventure. Upon
was like the game was trying its hardest to make unsealing the Sacred Realm, Ganondorf
your stay in Hyrule as pleasurable as possible, so pilfers the Triforce and Link is sealed in
that you’d tell all of your friends to pay it a visit, the Sacred Realm.
or maybe even decide to revisit it again yourself. It is once you reach this point that
The story of Ocarina Of Time is set before the events take a dramatic turn. Seven years
events of the first four games in the series, and have now passed, and when Link awakens
sticks to the traditional Zelda template: Link must he is met by one of seven sages whose job is
venture into a series of enemy-filled dungeons, to protect the Triforce. Now a young adult, Link
find a desired object and then make his escape learns that Ganondorf has used the Triforce to
by defeating a gargantuan boss blocking the cast the kingdom of Hyrule into darkness. Hope
exit route. However, Ocarina, like A Link To now rests with Link reawakening five dormant
The Past before it, is split into two very distinct sages, by travelling to five temples in Hyrule
sections. The first, which is set in a lush and to defeat Ganondorf’s monsters and break his
vibrant-looking depiction of Hyrule, sees Link as evil spell. If he succeeds, the sages can trap
a young boy, under orders from princess Zelda to Ganondorf inside the Sacred Realm and restore
retrieve three Spiritual Stones that will grant him the kingdom of Hyrule to its original state.
access to the Sacred Realm where the Triforce is The moment that Link steps outside and
kept. Simply getting to this point can take players sees the effects Ganondorf’s reign has had on
around a week – more should they embark on Hyrule – sapping it of all life, colour and beauty
many of the side-quests – but this is less than and turning it into a dark, depressing, shrivelled

N64 Book | 51
»» Unlocking Epona is one of the game’s must-do side-missions –
otherwise you’ll make some pretty long treks across Hyrule Field.

»» The music in the game was composed by Koji Kondo, who was responsible for creating the music in all of the main Zelda games.

up shell of its former self – is one of Ocarina Of mercilessly booted out of their home by game sequels to have ever had the same kind of
Time’s many rug-pulling moments. Hyrule now Ganondorf, and ownership has now been handed impact are perhaps Street Fighter II and Mario 64.
looks ashen and volcanic; the walking dead to Talon’s deceitful stablehand Ingo. This, and If we want to be incredibly picky, we’d say that
replace the fizzy townsfolk; and Kokiri Forest is many other changes for the worse you learn there are some weaker aspects of Ocarina Of
overgrown with deadly flora and vegetation, no about, which soon add mounting weight to the Time that don’t live up to the majesty displayed
longer a safe haven for Link, but the perfect place quest, as you see not only the important but also elsewhere, and which leave it looking and feeling
for evil to thrive. the personal effects of your actions. fairly dated today. For example, at points it’s not
Like that memorable scene in Back To The With its numerous delays, an almost-switch made explicitly clear where you should be going
Future 2, where Marty returns to a bleak and of platform, and also in taking that sometimes next in the game, and there are sections that only
unwelcoming image of the present in which Biff
has become a casino magnate, it’s an effective
plot device that shows the hero an important
glimpse at what his future will be should he
fail to put things right. In Ocarina Of Time, the
effect is used just as evocatively as in the movie,
spurring the player on to complete their quest
and put things right. Indeed, paying a return visit tricky step up to 3D, it would be fair to say that open up to you on the completion of some pretty
to many of the familiar locations around Hyrule Ocarina Of Time exceeded almost everybody’s stupid criteria – such as cleansing a room entirely
at this point kicks up a number of surprises for expectations at the time. Nintendo not only of bats (which can sometimes mean that the odd
Link and the player. Lon Lon Ranch, the stables appeased longstanding fans of the franchise by wayward one can leave you stumped), or having
where Link finds and (once an adult) wins his delivering a brand new 3D Zelda game to surpass two conversations with the same character in
trusty horse Epona, is now under new ownership. the lofty eminence of A Link To The Past, but quick succession. Don’t even get us started with
Walking through its tall gates expecting to also managed to attract a whole new audience the swimming mechanics, or the legendary
find a friendly face, Link learns that its original to the franchise by delivering one of the greatest frustration of its slow-motion Water Temple
proprietors, Talon and his daughter, have been adventure games to ever see release. Garnering dungeon. However, its lush, beautiful 3D world,
high acclaim and rave review scores across the fluid controls, masterful storytelling, game design
board, and making history by scoring the first and incredible pacing make it as perfect a game
ever 40/40 in Weekly Famitsu, the only other as you could probably ever hope to play.

52 | N64 Book
The Legend Of Zelda: Ocarina Of Time

Readers offer us a link to the past by recalling the Ocarina moment that has stayed with them more than any other

theantmesiter The Mask Seller spending hours and hours trying to solve FatTrucker
Finishing it. I bought Ocarina Of Time on I’ve mentioned this before but when Link them, only to realise it was something At the time it was released probably the
release day back in 1998 and it literally took first leaves Kokiri Forest, the parting with simple, like firing an arrow into the eye or standout moment for me was when you
me ten years to finish it. Looking back, it Saria on the wooden rope bridge gets me such. A great game. finished the first hour or so of godawful
really was the greatest adventure I ever every time. They’re just children in the Nintendo™ handholding and ‘practice’,
experienced in gaming. I aged along with game but the parting is handled so well. It Reglan and suddenly had access to anywhere you
Link and almost cried when it was over. And conveys a lot more emotion with its muddy When Link first encounters King Dodongo. I wanted to go. It just seemed so suddenly
with that, I boxed up the game and haven't textures, simple character models and think my jaw hit the floor from being caught unscripted and ripe for exploration as you
touched it since. purely text script then any FMV-enhanced off guard by how massive that thing actually walked out onto Hyrule field for the first
epic I’ve played. I also love the bit when the was. The ensuing battle is still one of my time. It was probably the first step toward
ShadowMan Goron King rocks out to Saria’s Song. favorites. whats now known as ‘sandbox’ gaming,
Getting out of the Water Temple. Words and it felt genuinely new and exciting at
cannot describe my joy and relief to finally learnedrobb Zapper the time.
finish that pain in the ass. Just one moment? There’s no way I Beating the game without picking up any
can manage it. I'll say the whole damn game! extra heart containers. The atmosphere dste
RetroMartin is generally great in this game but this I would say, for me, that out of the entire
Pulling out the Master Sword; classic scene, StickHead challenge I set for myself made me feel it a game my favourite moment would be when,
classic tune... and the ability to change from Got to be escaping Lon Lon Ranch on the lot more. I had gotten a bit too used to the after seven years, Link leaves the Temple
adult to kid! back of Epona. I felt like Steve McQueen in game after playing it so much, so this made of Time and you see how time and evil has
The Great Escape. it a lot more exciting. destroyed Castle Town. Death Mountain
Shinobi sitting in the background with the light
When you first meet Zelda for the first time mrmarvelxiii Miketendo whirring around it just looks immense, and
and she plays Epona’s Song – the best piece It has to be the ending. No other game I think the most important moment in it just introduces the next part of the game
of music ever! Also, the art gallery, and the ending has touched me so deeply; the Ocarina Of Time isn’t just one moment, it’s so brilliantly.
Grim Reaper on the horse that came out of music, the gathering around the Lon Lon all the moments. That was one of the last
the paintings.. Ranch Bonfire and that final shot of young games that I just could not put down until I boggyb68
Link and Zelda meeting once again... finished it. I haven't had that feeling since The beginning; all I do in it is wander around
sscott Ocarina. The overall feeling of massive the village throwing
Walking out onto Hyrule field for the very Budley Moore exploration was astonishing, and I think rocks all over the place and making a
first time and thinking, ‘I can go anywhere Simply solving some of the fiendishly that’s what ultimately sold me on the game silly whooping noise at the same time...
I want!’ deceptive puzzles, kicking myself after in the first place. it’s marvellous!

That its influence and popularity can still be released, but that’s never been Zelda ’s formula
felt to this day is a mark of its impact and legacy. for success and it never will be, as the recently
Having already been re-released twice before, released Breath Of The Wild proved. As we said
first with Ocarina Of Time: Master Quest for at the start, the mark of whether a game is good
GameCube in 2003 – a revision of the game or not is always judged by reflecting upon the
featuring new puzzles and tougher dungeons to journey it’s taken you on. No game series on
tackle – and then for Virtual Console, the game is any format proves that better than Zelda, and
once again thrust back into spotlight with a new few games, if any, offer a journey as magical,
remastered – and, dare we even say, definitive memorable and timeless as Ocarina Of Time. It
– edition for the 3DS. As well as rendering the remains as enchanting to play now, as it did the
Hyrule in stereoscopic 3D, Ocarina Of Time 3D very first time we experienced it. A true classic
has made subtle improvements to the gameplay, we'll never get bored of playing.
full use of the console’s in-built touch-screen for
item selection, and gyroscope technology to
offer motion-controlled aiming. It also came
packaged with both the original N64 and
Master Quest editions of the game, as well
»» Ocarina features plenty of epic bosses, made more interesting by their
as a brand new boss rush mode for fans to imposing shapes filling the screen and clever attack patterns.
hone their Z-triggering skills with. In short
it's a superb update of a classic game that
highlights just how far ahead of the curve
the original N64 classic was at the time.
Clearly proud of what it achieved with
Ocarina Of Time – creating one of the most
enchanting and perfect game worlds, and setting
an early benchmark for all 3D adventures that
has still yet to be bettered in any meaningful
way – Nintendo is clearly hoping the 3DS will
help encourage those who missed the game first
time around to pick up and experience one of
its most finest and accomplished videogames.
The muddy Nintendo 64 visuals may have lost
some their magic since the game was originally

N64 Book | 53
Developers Celebrate
Ocarina Of Time

Michael Romero
I remember being blown away by the whole Deku Tree dungeon. It had awesome puzzles,
incredible atmosphere and it concluded with the creepy parasite-boss, Gohma. I was
thinking, ‘This game is already blowing me away, how much better can it get?’ Then,
I entered Hyrule Field. It then suddenly hit me, how big this world of Hyrule could be. I
remember how excited I was, to know that there was so much more to see.
In the Zelda franchise, Nintendo continues to carry over all the successful elements
of its past games to its new ones. Some people balk at that tactic, probably claiming
that Nintendo is running out of ideas and/or just sticking with the winning formula. I
think that is half true. It is sticking with the winning formula. It re-tells the same story
in a different world, carries over similar designs, et cetera. I think players love the
familiarity of the Zelda world with a new and refreshing take. We don’t ever feel lost
Eugene Jarvis
It always amazed me that
from what made Zelda great to begin with, and get to experience something new
anyone played the game.
concurrently. I think it’s brilliant.
No gratuitous violence,
On a developer stand-point, taking Zelda from 2D to 3D definitely takes
zombie liquefaction, or
the cake. It’s directly comparable to the effect of Mario 64’ s release.
body part explosions.
That game was nearly perfect and it set a whole new standard.
What’s the point?
Nintendo had to replicate that success. I’ve read a little technical
documentary on some of the development challenges of
Ocarina Of Time. They pushed that N64 hardware and did
some very clever things to make its world amazing. As
a programmer in the game industry, I’m in awe of
the success it was able to achieve.

John Romero
I actually never played Ocarina
Of Time or Majora’s Mask. I
know, I know - epic fail. I know
they were just amazing. I own
them both and vow to play
them some day.

Martyn Brown
I've long been a fan of Zelda, although my first real
introduction was Ocarina Of Time on N64, which I completed
prior to my first son being born in the late Nineties. I loved
the game, especially the warm atmosphere and constant
sense of wonder. One of my most abiding memories has to
be of the Water Temple, but I’m not sure that would count as
Trip Hawkins
More than any game in history,
a best memory. I’m looking forward to playing it again on the Zelda games delivered ‘the
3DS and also seeing both my sons enjoy the game too. epic hero’s journey’ a la Joseph
I think Zelda has such a rich appeal to so many Campbell. It does not get much
and, due to the craft in the game, it’s a series that better than rescuing a princess
everyone holds dear. Just the sounds are and the Zelda games combined
enough to stir emotions – and thats the mythic power with very solid
way it should be. game design.

54 | N64 Book
The Legend Of Zelda: Ocarina Of Time

Peter Molyneux Jon Ritman


I played Ocarina Of Time when my son was a baby
I was completely hooked on Ocarina Of Time, played from
with him on my knee sleeping, as I played. In fact
morning to night (one of the advantages of being a games
now he’s 8, but he can still whistle the Ocarina Of
programmer is that you can excuse such excess as research)
Time theme song! The scale of the world, the pacing
until I finished it. I love the way the game just keeps adding
of the gameplay coupled with the balance which
layers yet you still return to previously played sections
was perfectly tuned as you progressed through the
to find yet more there. As always, the game controls
vast world.
are fairly simple, so gameplay is pretty intuitive; this
 It’s a vast world that feels real in its
and the excellent camera code allow the player
mythology and consistency. It’s one of the
to become fully immersed in the amazing
few titles from Japan that has bridged to
atmosphere. Personally, I can’t wait for the
the West, and its character remains
next Zelda and I’m sure many of the
particularly consistent.
games-playing public are with me
on that one; it truly is a game
series that can sell
a console.

Dave Perry
My best memory of Zelda was hearing the Jon Hare
audience go absolutely crazy when the first few I think that Zelda ’s success
notes were played at a Video Games Live concert. lies in the fact that it was one
Of all the games (the biggest brands ever) Zelda of the first games to merge
got by far the biggest response. It’s brand classic RPG-style gameplay
value is almost magical at this point; if we with its trademark console
could look at Gamer DNA, we’d see a style presentation and
little green cap in there somewhere. accessibility.
It’s definitely one of the brands I
think will live on forever.

Julian Gollop
The Zelda games I
have played are Link’s
Awakening and Twilight
Princess. However, I do
intend to get Ocarina of
Time for the 3DS.

Ste Pickford
The first thing that pops into my head when you mention Ocarina of Time is seeing it
running for the first time, while working on N64 development at Software Creations.
Most of the N64 development team were squashed into one of the programmers’ offices,
watching in awe as it booted up for the first time, and we saw Link waking up in that tree-
house room.
Then, there's the beautiful intro sequence with the horse riding across the plains.
Magical! I loved the fact that you could ride around that very same area later in the game.
The boss fight with the ghost guy on a horse who jumps out of the paintings on the walls
David Braben – that was amazing and incredibly imaginative.
My fondest memories of Ocarina Of Time on the N64 were I was very impressed by the size of the outdoor sections – the fact that you could see
perhaps of when you first get Epona the horse, and can ride hills in the distance and go and visit that area. The big field was very impressive, and
across the plains at the hub of the game. It felt the whole landscape had a real sense of being a coherant, physical place.
quite liberating. More than that though, and harder to explain, there was a kind of harmony
 It was a great game that took me a very long time to between the disciplines of code, art, music, sound, and game design, which
complete, and I think it is the best and most rounded very few games manage to achieve. Everything slotted together perfectly.
of the Zelda games. Wind Waker is also good, but I You never got the feeling the designer was trying to achieve something
found the boat sections got in the way a little. that the artists or coders couldn’t achieve, or that anything was out
Link has remained one of Nintendo's of place. Even what could be thought of as technical weak points
iconic characters, and a sequence of great, of the system, like the very low texture resolution, were
memorable games has helped cement turned into advantages by helping evoke a sense of
the Zelda games into the games mystery with slightly blurry locations. I have to say
psyche along with Mario. though, I thought Majora’s Mask was better...

N64 Book | 55
goldeneye

20 years ago, first-person shooters were for PC gamers and Rare made
very pretty platformers. Then GoldenEye came along and changed
everything. We gather together four of the original development team
– Dave Doak, Steve Ellis, Karl Hilton and Graeme Norgate – to tell us
how they turned a film licence for a mysterious new console into the
definitive console FPS. Paul Drury plugs in the joypads…

56 | N64 Book
THE MAKING OF: Goldeneye

» Proof of the amount of work the boys put into GoldenEye’s presentation. and Moore as well as Brosnan. We
thought it would be great for marketing
IN THE KNOW
and even some screenshots went out
with Connery in his white tuxedo. Then
an edict came down from on high and
we had to get rid of the other Bonds, so
on the day we had to take them out we
played this epic deathmatch – first to a
hundred kills – which went on for about » Publisher: Nintendo
three hours. Mark Edmonds played as » Developer: Rare
Moore and won by one kill. It went down
» Released: 1997
to the wire…”
» System: Nintendo 64
GoldenEye’s enthralling multiplayer
shootouts were thus denied an intriguing » Genre: First Person Shooter
proposition. But then the game was
never conceived as a four-player grudge
match. In fact, it wasn’t even conceived
as an FPS at all in the beginning. Karl
Hilton recalls the first mooting of the
project: “I started at Rare in October
1994 and they had me modelling cars
and weapons to see if I could do it for no
particular game. Martin Hollis wandered
in – he tended to float around – and said

P
ub bores the world over be he was leading a team to do a Bond
silenced. We know who the best game. I’d been highlighted as someone
Bond is. It’s Roger Moore. Wait, who might be interested and of course
come back. We have empirical evidence. I was, but in the back of my mind I was
“Right near the end of development”, thinking, Oh God, a film licence. The Developer
explains Dave Doak, “a guy came in
from EON who owned the Bond licence
previous ones had been 2D Robocop or
Batman games and they were generally
Highlights
and saw we had put in Connery, Dalton awful. It seemed a risky project.” TimeSplitters
Systems: PS2
Year: 2000

“The first thing I did was model the gas Second Sight

plant. You could follow a route through


Systems: PS2, Xbox, Gamecube,
PC

the level like in Virtua Cop. Then we


Year: 2004
Haze
decided to take it off the rails” Karl Hilton Systems: PS3, 360, PC
Year: DUE 2007

N64 Book | 57
barbarian

» The opening of each level perfectly captured the cinematic


nature of the original film.

» We’ve lost count of the many hours we’ve spent playing


GoldenEye’s superb multiplayer.

Play and Initially, the intention was to do a 2D


learn Chris side-scrolling platformer for the SNES,
a genre that Rare excelled in after the
“We didn’t know whether
multiplayer was technically seminal Donkey Kong Country, but Hollis
possible”, admits Steve. “It insisted the game should be in 3D and
was an experiment that didn’t produced for Nintendo’s enigmatic Ultra
begin until May… and the
game came out in August! I
64, which was still in development. He
trawled through the code to also made explicit his design model: into ambition and the enforced isolation worked on a game before but the
find anything that referred to Sega’s lightgun arcade hit Virtua Cop. of this happy band – “Rare organised difference was we were having to do the
the player and made it work for Karl: “When I got involved, the first teams into separate barns and you work. Our wish-list of features would
more than one. I got it going for thing I did was model the gas plant. We only had keys to your particular cell be things we knew would be good and
two first and then frame rates
meant it couldn’t work for all put a spline (sic) through the level so block”, quips Dave – meant that the we could do. There was some smart
levels. Karl went off and built you could follow a route like in Virtua newbies on the team had to find their hiring and cherry-picking of people. We
the Complex and Temple and Cop, but it didn’t go further than that. own way. all had ambition and were hardworking.
had strict instructions not to put
more than so many polygons
and textures on screen. Then it
was just a case of playing it.’ “‘GoldenEye’s not your University project’
Graeme: “I first saw it as
four-player split screen and Tim Stamper told us one day! As heads of
said, ‘Wow Martin, you’ve got
multiplayer!’ He was, ‘Oh no, Rare, the Stampers probably had to make
no, you didn’t see that, it’s a
complete secret…’ The concern a lot of excuses”
was that half the coding team
was being allocated to some
Steve Ellis on why the game appeared two years after the film
frivolous thing that might
We decided to take it off the rails. Some “Because it was most people’s first That’s how he managed to get that much
not work. The Stampers had
actually said, no multiplayer. of those early builds had bits missing game”, explains Graeme Norgate, “we content out of us.”
Chris Stamper wondered that because you’d never be able to see did things we might not do again Martin also encouraged the team to
if you had four view ports them and I remember going back and because it was too much work. We draw on their love of the Bond films they
on screen so you could see filling in the holes.” didn’t take the easy route. If something had all grown up with. He recognised
what others were doing, how
could it possibly be fun?!’ GoldenEye was forging its own path, a sounded like a good idea, it was like, the inherent appeal of playing as the
departure from the Rare games that had ‘Yeah let’s do it!’ The world was our suave hero who had defined cool for so
gone before. When you consider that oyster! Only afterwards would you find it many aspiring young agents over the
this was the first project for eight of the was a world of pain.” preceding decades. No longer would
nine team members, that was perhaps At least it was a world of their own you simply be a floating gun as in Doom.
to be expected. They may have been making. “It was untrammelled by Now you were England’s deadliest and
inexperienced, but they were unfettered arseholes”, explains Dave. “Nowadays, coolest weapon.
by expectations of what a game could publishers get people who don’t know Karl: “I remember the first time we
and couldn’t be. They turned naivety about games to run projects. We hadn’t got Bond’s hand in with the watch. We

58 | N64 Book
THE MAKING OF: goldeneye

» Limited shooting and careful movement enabled you to make


your way stealthily through many levels.

» The sniper rifle, a joy to use and essential for getting the drop on the enemy.

peer out from behind cover or line up


a fatal headshot through windows –
M Speaks
We managed to catch a word
the sneaky approach was not only with the man responsible for
expressed as a fraction. Hit a limb or the appealing, it was vital in successfully overseeing the GoldenEye
project, Martin Hollis. So,
torso and your enemy would be pushed completing many of the game’s trickier
having assembled his team,
closer to a damage count of one and missions. It was a surreptitious tactic were they a handful to
death. Or you could go straight for the that emerged naturally, rather than being manage? “That’s a cheeky
head. A bullet in the brain equalled one. pre-determined. question”, replies Martin,
Instant death. One-shot kills. Karl: “When we had plenty of film “and I like it. I’m not a terribly
dictatorial manager. Oh they
Headshots were not only disturbingly material, we tried to stick to it for were fabulous because we
satisfying though. They created a whole authenticity but we weren’t afraid of all fitted together so well.
new way to play. Dave explains: “The adding to it to help the game design. It We did have a shared vision,
way detection worked was very simple was very organic. Dave would come in which happened naturally and
scanned it in and modelled it up and but fundamentally changed the set-up. and say he needed an extra door and everyone knew what Bond
was about which helped us to
it had the cuff of the white tuxedo. I Whenever you fired a gun, it had a a room somewhere and we’d add it in. get there. So no, they weren’t
thought, hey, I’m James Bond! And then radius test and alerted the non-player Back then, it was so much quicker. It’d difficult to manage. Now if
we put that thing in where the camera characters within that radius. If you fired be half a day’s work to add in a new you asked my management
flies into the back of Bond’s head at the the same gun again within a certain corridor and a room.” about me, they might tell a
different story…”
start of a level. It tied you in.” amount of time, it did a larger radius test This sense of freedom to try new
Martin continued to lead
A key part of that appeal was the and I think there was a third even larger things, to experiment with level the team as they began work
infamous Licence to Kill. GoldenEye was radius after that. It meant if you found design, play it exhaustively and let the on Perfect Dark, but left Rare
a first-person shooter of course, but the one guy and shot him in the head and experience determine what direction in 1998 to set up his own
decision to recognise body-specific hits then didn’t fire again, the timer would development would go was crucial to company, Zoonami. Visit
its website www.zoonami.
introduced a new subtlety to the genre. reset. It wasn’t realistic but it meant the how the team worked. They weren’t com for a transcript of the
Shoot a guard in the leg and he reacts less you shot, the quieter you were, the enslaved to a rigid design document, fascinating speech he gave
differently to if you blasted him in the less enemies came after you. If an NPC meaning everyone could contribute to at the European Developers
chest. Each part of the body was given that hadn’t been drawn and was just game design. Nothing was set in stone. Forum in 2004 on the making
of GoldenEye plus details
a weighting, standing in a room waiting was alerted Not even the hardware.
of the company’s recently
by gunfire, it would duplicate itself and Considering how the finished released game, Zendoku.
one went to investigate. You can see it GoldenEye feels so suited to the N64, “Think Sudoku meets ninjas”,
happening sometimes – if you go to the it’s easy to forget the machine didn’t he says helpfully. Martin’s
right place and make a noise, you see exist for the first year and a half of its favourite Bond girl is Jane
Seymour and he assures us
more enemies spawning.” development. The team was using he could have triumphed over
Stay hidden, keep quiet, make every SGI Onyxs, hugely expensive Silicon his former colleagues if he’d
shot count… almost inadvertently, the Graphics machines, guessing at what been part of the developer
team had invented stealth gaming. the specs of Nintendo’s new console deathmatch and we’ve
convinced him to be a future
Of course you could still go in all might be and using a butchered Saturn
castaway for Desert Island
guns blazing, but once players controller to playtest. As it turned out, Discs. Result.
got to grips with the sniper rifle when they finally received the finished
and realised that enemies console they were pleasantly relieved.
had distinct blind spots Despite costing a fraction of the SG
to exploit – they could workstations, fortunately Nintendo had
only ‘see’ you if they come good on most of its promises.
could walk to you “The processor ended up being three
in a straight quarters of what they had told us”,
line, meaning explains Steve. “We had to cut the
you could textures down by half.”

N64 Book | 59
Free at last Unfortunate, but not a disaster.
And they coped with the reduction
have to do these days. Why isn’t it out
yet? Why is it crap? We never had to
a gas plant, shouldn’t we have gas? We
can’t do f*cking gas, but we have got
While GoldenEye was
instrumental in popularising in admirable retro fashion. “A lot of answer those!” fog… maybe we could change the fog
the console FPS and introduced GoldenEye is in black and white”, admits Perhaps the Stamper Brothers’ settings? Can we use that more than
a myriad of new ideas to the
Karl, rather surprisingly. “RGB colour greatest contribution to GoldenEye was once? Maybe in the Egypt setting?”
genre, the game has a very
tangible legacy to those that textures cost a lot more in terms of fending off such enquiries and allowing For a game with more than its fair
worked on it. Steve: “Free processing power. You could do double the team time to develop a 3D game in share of wanton destruction, the team
Radical Design was set up the resolution if you used greyscale, so a what were still uncharted waters. Being became remarkably good at recycling.
on the back of GoldenEye. It lot was done like that. If I needed a bit of able to play Mario 64 on the new console The radar on multiplayer mode is actually
led us to signing a deal in the
first place. It opened doors
colour, I’d add it in the vertex.” was a key influence. an oil drum texture, which explains the
for us to do what we’ve gone As their semi-colourful Bond world Dave: “When Mario arrived it was cloudiness on the right, and sometimes
on to do.” FRD has gone on was taking shape on the small screen, clearly a step forward. Martin was whole levels were created with the
to become a major creative the film it was based on was nearing obsessed with the collision detection, detritus they had to hand.
force in FPS development, completion. The team had received the which was obviously doing it in 3D Karl: “As the engine got better, we
producing the TimeSplitters
series and currently working script very early in development and and GoldenEye was essentially using were very good at reusing things. We
on Haze for PS3 due out later visited the set at Leavesden Studios, a 2D method. And our story was only decided we’d do the meeting room
this year. Success has seen the housed in an old Rolls Royce factory, about shooting stuff – we needed other from Moonraker, which I just loved. We
Nottingham-based company half a dozen times. “We had really things. We started putting in objectives, couldn’t do it round, that was just too
grow enormously and with 160
good access”, says Karl. “We could like meeting people in a level and back expensive, but we did a square version
employees and relationships
with publishers such as EA, walk anywhere and photograph what then that involved some complicated AI. and linked it with being under the shuttle.
Ubisoft and LucasArts, have we needed. After the first few visits, I Finding Boris, guiding him through and Dave said those chairs just have got to
the boys ever considered going realised we needed textures. I started making him decode something… that fold down like in the film so we did it
back to Bond? Karl: “It’s been taking photos of walls!” wasn’t easy! Other levels, you could hear with door code. I remember one chair
suggested at times by people,
but publishers have to pay so Visiting the filmset undoubtedly the barrel being scraped – collect five always folded wrong, but it would have
much for the Bond licence it helped cement the game world in the arbitrary pieces and go here, but Mario taken so much coding to get it right, it
puts them off. Actually, it would minds of the team, but it also reminded had plenty of that shit, which is pretty was like, hey, leave it as a bug! The
be good to do GoldenEye Rare that the clock was ticking. While boring. We punctuated it with stuff shuttle was made from reused satellite
again with new technology
trying to release the game in tandem like go and blow this thing up! Like the textures and to make it take off, we used
and do things we wanted to
first time.” Before we all get with the film had never been considered canisters at the end of Arkhangelsk. It’s grenade explosions. That whole level is
too excited though, he adds: a viable proposition, the thought of it in the film and we could have just said something of a big hack job, but it’s one
“If FRD did a Bond game I’m not appearing until the next Bond movie go here and press X – Karl had built that of the nicest looking.”
sure it would be good, but hit cinemas instilled an understandable in the background but it wasn’t going GoldenEye was always good at giving
there’s no GoldenEye magic
dust you can sprinkle on.” sense of urgency. to explode. But wouldn’t it be nice if it you the big picture, from the dramatic
Steve: “’It’s not your university project’ did? So the canisters became a ‘prop’. A bungee jump down Byelomorye dam at
Tim Stamper told us one day! As heads bloody big prop. And the explosion had the opening to the final shoot out on the
of Rare, the Stampers probably had to to be big enough to mask you switching Antenna Cradle, but much of its enduring
make a lot of excuses. That’s what we one object with another. But then if it’s charm is in the detail. Bullet holes in

» Ahh, the beauty of the doorway. It provides a perfect » (From left to right) Karl, Steve and Graham were more than happy to revisit
bottleneck to take out enemies. GoldenEye’s multiplayer when Retro Gamer turned up with its N64.

32 | RETRO GAMER
THE MAKING OF: goldeneye

Brothers, who declined the opportunity


to have their faces featured in the game,
perhaps wary of giving employees
the chance to shoot their bosses at
close range. But the brothers’ faith in
the project, protecting the team from
outside interference and giving them
the space to produce the best game
they possibly could, means they can
hold their heads high. So many of the
» Here’s the man himself, tuxedo noticeably absent. things that make GoldenEye special – the
glass, graceful forward rolls, hats being bonus Aztec and Egyptian levels, the
blown off heads and the knocking knees AI that sees guards dashing for alarms
of terrified scientists. and the wonderful multiplayer mode
“Those are Duncan Botwood’s knees”, (see boxout) – were the result of not
laughs Karl. “He wasn’t a professional having to rush out a product to meet a
actor, he was one of the team! There demoralising deadline.
was only one big motion-capture shoot Steve: “The reason it turned out so
and we realised someone was going to well is that no one was standing over
surrender at some point, so it was, ‘Put you saying you don’t need to do that, » The name’s Bond… James Bond.
your hands up and shake your knees’. move on to the next bit. I was on the
Then it would be, ‘Stand there and we’ll explosions for a month and I didn’t have leap out of bunkers inexplicably. “At one
push you over’. I think we must have someone telling me I’d had a week and point, we were going to have reloading
breached Health and Safety quite a lot…” that was enough. If there had been, the done by the player unplugging and
Graeme: “Duncan’s line was, ‘I had to game might have been out on time…” re-inserting the rumble pack on the
die a million times for GoldenEye’. There But it wouldn’t have been the game controller”, remembers Steve. “Nintendo
were plenty of times when we’d get him it turned out to be. The entire team flew weren’t keen on that idea and I think it
to close his eyes and he didn’t know out to E3 in 1997 to present a 99 per might have affected the pacing a bit…”
when he was going to be pushed. He cent complete version of GoldenEye and So to the main event – a ten-minute
went through a lot for the game. There while the game was well received, no deathmatch – and as our four agents
was blood.” one predicted the phenomenal success trade headshots and insults, they start to
It wasn’t the only occasion when that followed. A staggering 8 million reel off the things GoldenEye pioneered.
the nearest warm body was put to copies were sold worldwide and it The sniper rifle, the gun disconnected
good use. Alongside the faces of Pierce remains the biggest selling N64 game from the camera, the civilian AI, the 3D
Brosnan, Robbie Coltrane et al, Bea in the USA, outdoing Mario 64, Ocarina explosions, the environment mapping
Jones scanned in virtually all the staff at Of Time and Mario Kart. “Actually, I (look closely at a shiny surface and
Rare. At the start of each level, five faces was concerned it wouldn’t be able to you’ll notice a low resolution reflection
from the extensive collection are picked compete with Turok”, admits Karl. “That of your surroundings), body-specific hit
at random and plonked on the bodies of looked better and had a better frame reactions and the tasty option of dual-
your adversaries. All the development rate… and dinosaurs!” wielding weapons. “Didn’t Halo 2 invent
team are in there and Karl remains Laughter all round and an appropriate that seven years later?” chuckles Karl.
rather proud of the manly scar added juncture for the team to pick up their The list goes on, yet more fundamentally,
to his own mug. More cameos were to pads and revisit the game that marked they proved that a story driven FPS, a » Dave Doak discovers that he still has that multiplayer
follow, explains Steve. their entry into the industry. As Steve genre previously confined to PCs, could magic. Just not enough to beat Steve Ellis.
“There are a few monitors in the plays through the opening level, triumph on a console. Countless others
game – one has Dave in sunglasses and memories are triggered like sticky have followed, but GoldenEye remains
a Russian hat Karl had bought in Berlin, mines. How Martin had done a 3D gun a benchmark.
there’s one with Mark in a bowler hat barrel that had to be dropped due to And the winner? Appropriately
on a skateboard and another has Karl frame rate issues; how code had been enough, Steve, the creator of the
doing a Python silly walk. We were just written to let you drive the van, but it multiplayer mode that everyone loved,
trying to make the monitors seem alive.” caused too many problems if you got nicks it by a single critical kill. Then the
A notable omission are the Stamper the vehicle stuck in a dead end; how the defeated trio realise he’s been playing
unreachable island you can see far in the as Oddjob, whose diminutive stature
distance from atop the dam originally bestows a distinct advantage and the
had a solitary guard patrolling it; how room echoes with cries of cheat and
they’d had to label certain wall textures demands for a rematch.
as ‘floor’ so guards could ‘see’ you, GoldenEye: still inflaming passions
which meant they would occasionally twenty years on.

“For the motion capture, we’d get


Duncan to close his eyes and he
didn’t know when he was going to be
pushed. He went through a lot for
the game. There was blood” Graeme Norgate
on why those guards look like they’re really feeling it
N64 Book | 61
CLASSIC MOMENTS

F-ZERO X
» Platform: nintendo 64 » Developer: Nintendo EAD » Released: 1998

T
wenty-nine machines surround you on the
starting grid. Boost control is locked, unable
to be used until the second lap. The floating
scoreboard counts down. 3… 2… 1… GO!
Fight your way to the front of the field by the end of
three laps, tackling jumps and loops, hitting dash plates
then recharging your energy in the pit zones.
The back of the box promised “high velocity, white
knuckle, racing exhilaration” and Nintendo EAD
delivered. Thirty new courses are filled with surprises,
all running at a constant 60 frames per second. The AI
offered plenty of competition – enemy vehicles collide,
bump and spin out, exploding when they run out of
energy. As you play through GP Mode, you will see
machines labelled as your Rival – giving more incentive
to beat them. Comparisons to WipEout are inevitable,
but F-Zero X remains a thrilling racer.

BIO
After the SNES original
and this N64 sequel, the
F-Zero X Expansion Kit
for the 64DD add-on was
exclusive to Japan. Its
track editor was based on
development tools EAD had
used. Maximum Velocity
for Game Boy Advance
used a Mode 7 style engine.
Sega’s Amusement Vision
team developed F-Zero
GX (GameCube) alongside
arcade version F-Zero AX.
GP Legend (GBA) was based
on the anime series. F-Zero
Climax (GBA) was also
exclusive to Japan, letting
users edit and share courses.

62 | N64 Book
MORE classic
F-ZERO X MOMENTS
FOUR TO THE FLOOR
Split-screen allows up to
four players (or two players
plus computer-controlled
opponents) to compete on
any unlocked track. Points are
earned for each race with the
game keeping a running tally.
The VS Handicap reduces the amount of energy boost uses up,
making it slightly easier.

TO THE DEATH
Death Mode is for a solo player
competing with 29 computer
racers on a simple track layout.
The aim is to eliminate the other
vehicles and be the last one
standing. The player will need
to use the side and spin attacks,
taking advantage of the walls and gaps to deplete energy from the
others. A star is earned for each vehicle you manage to eliminate.

WINNING IS EVERYTHING
GP Mode is played over three
difficulty levels and three
different Cups of six tracks.
The difficulty level determines
how many spare machines
the player has. Falling off the
course, running out of energy
or selecting Retry will each cost a machine. Points are awarded
for the finishing position.

SHOWING CHARACTER
Six different machines are
initially available, each rated
based on their body strength,
boost strength and grip. The
balance between acceleration
and top speed can be adjusted.
Extra machines (and their
pilots) can be unlocked by winning Cups. The Joker Cup and X
Cup can also be unlocked, along with the Master difficulty level.

N64 Book | 63
classic games
you've never played

» You’ll be no stranger to the odd giant leap » Gems are fuel for your cards. You can use them
by the time Beetle Adventure Racing is over. when they are greyed out, but it depletes your energy bar.

e n d o 64
Nint technical
The N64’sss means
uniquene f its third-
that lots o es are
party gamand even
exclusive latform
the multipbe
ones can y different.
drasticall Thorpe for a
Join Nick me lesser-
look at soamples…
known ex

Beetle
Adventure Racing
■ Developer: Paradigm Entertainment ■ Year: 1999

■ In any reasonable world, there’s in which case you’ll be driving an you in the present race, but the vast
no way that Beetle Adventure Racing HSV Commodore instead – but we majority offer points. Depending
should be a good game. After all, digress. The real star of the game on the difficulty level, you’ll need
everyone knows that licensed games isn’t the vehicle, but the tracks you to find 50-65 points in order to earn
were rubbish and Hitler was an drive it on. There’s a wide variety a continue, and if you can find all
awful human being – yet here we of locations to visit as you’ll speed 100 in a single race you’ll unlock an
are, preparing to sing the praises of around six varied tracks from frozen extra arena for the multiplayer Beetle
a game designed to promote one wastelands to dinosaur-friendly Battle mode. However, you can also
of approximately two acceptable volcanic parks. However, the real use shortcuts to simply get around
things ever to emerge from Nazi reason that the game truly lives up to faster. There’s still not an awful lot
Germany (the other being Fanta, if the ‘Adventure Racing’ billing is the out there that’s similar to Beetle
you were wondering). Clearly, this is wealth of routes on offer. Each track Adventure Racing in this regard, and
no reasonable world. offers up to ten places to diverge the exploration gameplay can even
Beetle Adventure Racing isn’t just from the circuit, with both shortcuts broaden the appeal to gamers that
a good game, it’s a great game and and lengthier routes on offer. don’t traditionally enjoy racers.
it’s a real shame that more people The main reason to go exploring The Beetle Battle mode also
aren’t aware of it. In Beetle Adventure is to find bonus crates, which can carries on the collection theme, as
Racing, you can drive any car you like significantly aid you in your pursuit you’ll need to collect a selection of
as long as it’s a Volkswagen Beetle. of a championship. Some crates coloured ladybirds before making
Well, unless you’re in Australia, give helpful nitro boosts, aiding your way to the exit. To complicate

64 | N64 Book
minority report: Nintendo 64

matters, not only does everyone else


have the same idea, but you’re all
able to arm yourselves with rockets,
bombs, screen-flipping items and
all sorts of other nefarious things.
It’s not as deep as the main game’s
exploratory racing, but with the N64’s
four control ports it should prove to
be a hit at any multiplayer party.
If you’re wondering quite how a
seemingly throwaway licensed game
could turn out so well, the answer
can be found in the development
team. Paradigm Entertainment
had worked on the N64 from the
beginning, producing Pilotwings 64
before beginning their racing legacy
with the acclaimed F-1 World Grand
Prix. With a heritage like that and a
price point of less than £10 for a loose
cartridge, it’d be a unreasonable
world in which you didn’t try Beetle
Adventure Racing to see why we
think so much of it.

Crate Escape Rainbow Tourist Trap Hazard Lights


■ Finding and smashing crates Roadsters ■ There are many alternate ■ Our colourful little cars are
is essential in Beetle Adventure ■ Though you’re limited to routes to find on each course, subject to many perils on their
Racing in order to obtain Beetles and nothing else, cars but beware – they’re not adventures, including open
points. Some are roadside with stats can be identified by always shortcuts, and some water and deadly lava flows.
obstacles, but many are in their paint – now where are our can prove more difficult to Makes you think more of Mario
hidden routes. ‘Go-Faster’ stripes? navigate than the track itself. Kart than Volkswagen, right?

Sonic R GTI Club Diddy Kong Racing


Saturn Arcade Nintendo 64
■ This racing spin-off hits a lot of the ■ With its diminutive cars and cities that ■ Although it goes about doing so very
same notes as Beetle Adventure Racing, offer a multitude of possible routes, differently, Diddy Kong Racing is like
thanks to its canny combination of GTI Club is something of a spiritual Beetle Adventure Racing in that it tries to
platforming and racing. You’ll need to predecessor to Beetle Adventure break the mould of what a racing game
finish in pole position to get anywhere, Racing. However, while it’s great for the is. The adventure mode pits you against
but each of its five tracks will satisfy occational blast of fun, being an arcade bosses, and you’ll find yourself piloting
explorers thanks to a wealth of hidden game it doesn’t encourage exploration in planes and hovercrafts as well as driving
» Hidden paths and back alleys often collectibles and alternate routes. anywhere near the same way. an ordinary kart.
provide valuable crates filled with lovely points.

N64 Book | 65
Operation: Winback
■ Developer: Koei ■ Year: 1999
» Low health, Jean-Luc crouched
behind cover and a baddie in the distance?
■ Those pesky terrorists, the Crying Lions, have Typical Winback scenario, that.
managed to hijack an incredibly sophisticated piece
of weaponry, a orbital laser. The Special Covert
Action Team is called in to fix the whole botch, but
their helicopter gets shot down on the way into the
complex housing the weapon’s controls. Now it’s
up to our protagonist Jean-Luc Cougar to rescue
his captured comrades, stop the Crying Lions and
restore safety to the world.
Back in 1999, you’d have been hard-pressed
to find a magazine that wasn’t calling Operation:
Winback ‘the N64’s Metal Gear Solid ’ – but that’s
a label that does a disservice to the game. While
Konami’s classic often offered non-lethal solutions
to situations, in most cases you’re going to have to
shoot some baddies to make it through Koei’s game.
Gunplay is so integral to the game that your pistol » “Right, so it’s A to get in cover,
has unlimited ammo, and you also come equipped C-Down to target, R to jump out and pull the
gun and… hang on, what do I press to shoot?”
with an assault rifle and a shotgun. However, Jean-
Luc is a fragile chap and is heavily outnumbered, so if
you wander out into the open you’ll be shot to Swiss
cheese. As a result, making effective use of cover
is an essential survival skill – and in this regard, it’s
better to think of Operation: Winback as a precursor
to modern cover shooters like Gears Of War.
It’s easy to see that Operation: Winback’s failing
is the complexity of its controls. Diving behind a box
» At a distance, a shotgun blast is
and popping out to shoot a bad guy is a five-button useless. Up close, it’s lethal every time – but
process, whereas later games would simplify the you rarely want to get in the enemy’s face.
process enormously. Still, if you can adjust to the
controls, Operation: Winback offers some very
enjoyable stages and two endings for players to see.

» Fighters Destiny » Mischief Makers » Destruction » Pokémon


■ Developer: Genki
■ Year: 1998
■ Developer: Treasure
■ Year: 1997
Derby 64 Puzzle League
■ Developer: Looking Glass Studios ■ Developer: Nintendo
■ This one-on-one brawler doesn’t ■ The least famous of Treasure’s N64 ■ Year: 1999 Software Technology
pretend that all victories are equal – a outings was given some shockingly ■ While many players will remember ■ Year: 2002
cheap ring out or judge’s decision low review scores upon its release, WipEout 64, Psygnosis’ PlayStation ■ Don’t be put off by the game’s
will only earn one point of the seven causing many players to avoid it. racer also found its way to the N64. cutesy exterior – this is an excellent
needed to win a match, while a However, it’s one of the best 2D It’s not quite the same experience, update of Panel De Pon /Tetris Attack.
successful throw will earn two and a platformers on the system – the as car damage doesn’t affect your As well as adding high-level AI for
knockdown will earn three. As some game’s signature grab-and-shake handling and the carnage never expert players, Pokémon Puzzle
hits win points on their own, a canny mechanic is unique, and, as expected reaches the levels of Destruction League adds a 3D mode in which
fighter is always able to mount a from Treasure, it’s rammed with Derby 2, but this is a worthwhile the flat playfield is replaced with a
comeback. The fighters are generic ideas. It’s short and the pre-rendered racer – particularly as it introduces the cylindrical equivalent. The production
and their movements stiff, but this is visuals are no longer in vogue, but it’s series’ excellent Bomb Tag battles, or values are also high for what might
an interesting alternative fighter. worth a look if you missed it. ‘Pass Da Bomb’ in later games. seem like a throwaway spin-off.

66 | N64 Book
minority report: Nintendo 64

Rocket: Robot On Wheels


» These clowns aren’t
dangerous, but they have an
irritating habit of stealing things
you’re carrying.
■ Developer: Sucker Punch Productions ■ Year: 1999

■ N64 owners were spoiled for choice when it


came to 3D platformers, which meant that strong
efforts like Rocket: Robot On Wheels got lost in
the shuffle and received rather less attention than
they might have done elsewhere. That’s a shame,
because this is an interesting and varied game.
Dr Gavin has left Rocket in charge of Whoopie
and Jojo, the mascots of his theme park Whoopie
World. Unfortunately, Jojo is a jerk and knocks out
Rocket, before kidnapping Whoopie and stealing
the park’s tickets and tokens. Needless to say, it’s
your job to help Rocket get them all back.
What this involves is a series of puzzle
» How many other games let you
challenges, as well as a variety of mini-games climb up a self-made staircase of sheep?
and some vehicular fun. There’s a keen sense of Not many, we reckon.
humour in play, as one of the early mini-games
requires you to cheat at a game of noughts and
crosses by lobbing things at your opponent.
However, the distinguishing feature of the
game is its physics model, which simulates a
variety of real-world attributes including mass
and acceleration. It’s not a fast-paced game, but
it’s very rewarding.
Thankfully for Sucker Punch, its other games, »GASP
!! Fi
NEXTreghters
such as Infamous, have gone on to achieve
success, but its debut is also a hidden gem.
am
There’s a keen sense of humour in play, as one
■ Deve
loper:
■ This Ko nami ■
brawle Year: 19
mode, r conta 98
ins a ch
of the early mini-games requires you to cheat at a and tha
about it
. It lo
t’s the o
the dev oks awful and
a
nly inte
racter c
resting
reation

game of noughts and crosses


thing
elopers p
had nev lays as if
fighting er seen
game b a
efore.

» BattleTanx: » Ogre Battle » Glover » Body Harvest


Global Assault 64: Person Of ■ Developer: Blitz Games ■ Developer: DMA Design

Lordly Caliber
■ Developer: 3DO ■ Year: 1998 ■ Year: 1998
■ Year: 1999
■ A disembodied glove probably ■ Run around a 3D environment,
■ Developer: Quest
■ The original BattleTanx was doesn’t seem like an obvious choice hopping in and out of vehicles as you
■ Year: 1999
forgettable, but 3DO delivered a for a videogame hero, and, truth see fit and gunning down enemies.
much-improved sequel here. Given ■ This was originally an import- be told, we were a little sceptical No, it’s not Grand Theft Auto – it’s
that tanks aren’t considered to be exclusive, but finally hit Europe via when we first came across Glover. just made by the same people. While
speedy vehicles, BattleTanx: Global the Virtual Console in 2010. If you’re However, the challenge of navigating this early effort from DMA features
Assault is a surprisingly fast-paced a fan of SRPGs, this is one of the few a ball around the game’s varied and familiar open world mechanics, the
shoot-’em-up. The game’s missions options available to you on the N64. attractive 3D environments is certainly plotline that sees you gunning down
are varied and interesting, requiring Gameplay is focused on strategic an interesting one. What’s more, the an alien army in a variety of time
you to think strategically by seeking deployment and formation rather than N64 is definitely the platform to play it periods is a world away from the
cover and prioritising targets as well micromanaging battles, and capturing on – there’s a PlayStation version but urban landscapes that would become
as exercising your trigger finger. bases is of the utmost importance. it wasn’t nearly as good. the developer’s signature.

N64 Book | 67
68 | N64 Book
Pokémon Stadium
Wanting to be the very best
» retrorevival

» Nintendo 64 » Nintendo » 2000


When Pokémon reached the UK, I
was only 13 years old – a young lad in
prime position to be swept up by the
craze. The fantastic Game Boy RPG
quickly hooked me, but hardware issues sometimes
made it hard to enjoy the trading and battling that
were key to the game design. The Game Boy’s link
cable port had been changed with the introduction
of the Game Boy Pocket, but Pokémon ’s success
meant that a lot of old hardware had been brought
out of retirement.
Pokémon Stadium went some way towards resolving
this. The Transfer Pak, a peripheral designed specifically for
the game, allowed players to take their teams straight from
the Game Boy cartridge to battle each other in glorious 3D.
The need to own an N64 might have seemed like a hefty
requirement, but the popularity of Pokémon meant that it
was easy to find ways around it.
The local Virgin Megastore had an N64 demo pod
running the game. A short walk away, Burger King was
running the game as part of a promotional tie-in. In those
venues and any others I could find, I set out to beat every
opponent I faced. Where others sought glory through
sports, I had Pokémon. Having played the Game Boy game
obsessively, my team was pretty good and I rarely had
much trouble. But my unbeaten run couldn’t last forever,
and eventually a slightly older kid subjected me to defeat.
The lack of cheering crowds alerted me to the fact that my
quest for glory was perhaps misguided.

RETRO
N64 Book | 69| 69
GAMER
How

Rare
ruled
n64
70 | N64 Book
How Rare ruled the n64

Rare has gifted the gaming world with some truly


incredible games for over three decades. Damien McFerran
speaks to the people who made it happen during what is
arguably the firm's golden era

W
hen considering Rare's history – and the man behind Conker's Bad Fur Day, one of the
taking into account the company's company's most unconventional N64 titles. "Nintendo
origins as Ultimate Play The Game – it's had bought into Rare, paying up front for the company
actually harder than you think to pinpoint to expand, giving it some pretty big cushions to sit
the studio's zenith; that period where everything it on. Rare already had a long pedigree making games,
touched turned to gold and it could do no wrong in the and had the pick of the bunch of eager young coders,
eyes of gamers and the press. Eighties games such designers and artists from across the land, and did so
as Knightlore and Sabre Wulf certainly make good with abandon, quickly building a powerhouse to make
cases for the 'Ultimate' period, but Rare's N64 years whatever they wanted, with Nintendo’s blessing,
will be considered by many as its ‘Golden Era’. Firmly money and protection. And by 'protection' I mean there
ensconced in Nintendo's bosom and packed with talent was no shareholder or corporate pressure to get shit out
from all over the UK (and beyond), the firm seemed the door no matter what. It was like,: ‘Be creative, take
unstoppable in the mid-Nineties and effortlessly rattled as long as it needs and here’s more cash.’"
off hit after glorious hit with effortless skill. Rare becoming closer to Nintendo coincided neatly
Although Rare had enjoyed a long and prosperous with the inception of Project Reality, which was later
relationship with Nintendo for many years prior to the rechristened Ultra 64 before eventually becoming the
launch of the N64, the game which truly cemented Nintendo 64. Details of the system were sketchy in the
the bond between the two was Donkey
Kong Country on the Super
early days, even for privileged companies
such as Rare. "This kind of information Rare
Nintendo. Sporting rendered
sprites and arriving on the
often comes in stages; just an outline of
what kinds of things 'Project Reality' could
on Rare
market at a time when 32-bit do at first, and then more detailed specs GoldenEye 007
consoles were gobbling up all later," says Chris Sutherland, who ■ “During development there
the column inches, it was a spent almost 30 years at Rare was a lot of internal scepticism
stunning illustration of the talent and is now project director around the game, as to
Rare held within its unassuming and software engineer at whether it would get finished
Twycross headquarters. Nintendo Playtonic Games, a studio or, indeed, whether it would
spotted this talent and invested in almost totally comprised of play well – perhaps arising
Rare, turning it into a second-party Rare alumni. When information because other teams saw
studio and giving it the platform to did appear Rare's staffers were only glimpses of the game.
expand and usher in its best years. disappointed. "At first we hoped Of course the outcome was
"It was probably a number of that we could create games that different! In fact, after release,
things that were happening at the had Donkey Kong Country -quality several of the Banjo-Kazooie
time which all, either by design or visuals rendered in real time in 3D," team played GoldenEye
serendipity, dovetailed nicely to create Sutherland continues. "As details split-screen multiplayer every
a uniquely creative environment," emerged, though, it posed a lunchtime for several years!” –
says former Rare staffer Chris Seavor, conundrum, because there Chris Sutherland
» Joanna Dark (seen here in her
Xbox 360 iteration) and James
Bond were two N64 heroes.

N64 Book | 71
» Killer Instinct Gold wasn’t the greatest of starts for Rare on the N64, but things would get much better.

Rare We’d made life difficult for ourselves when


on Rare building games in 3D on the N64
Killer Instinct Chris Sutherland
■ “The N64 was meant to be
was no way that the N64 could run anything that Instinct was a hard project and fast project, and my first
Rare
very similar to the hardware
we were using to create resembled those quality of visuals. By bringing Donkey at Rare," explains Hollis. "The plan was to make a new
KI, however there were
differences between the two
Kong Country to the SNES we'd made life difficult for
ourselves when building games in 3D on the N64."
machine, based on the R4600 MIPS CPU, which was
similar to the N64's CPU. Rare designed the machine, on Rare
Blast Corps

T
systems. One was designed memory and motherboard – everything except the hard
as an arcade machine, the o generate interest in its new system drive and the sound board, which I think came from ■ “One of Rare’s most
other for a console. We had Nintendo needed killer software, and took Midway. I wrote the operating system, including a disc underrated games, and
few limitations on the arcade the approach of pushing said software system, and for fun brought up the C compiler to target probably the one that I’ve
machine, and so had to limit into arcades prior to a domestic launch. the machine. However the majority of the code was returned to most often over
frames and optimise the game The forgettable driving title Crusin' USA was one such written in MIPS assembly, to get the best speed out the years, most recently in
as much as possible to have it release, while the game produced by Rare had a long- of the machine. The hardware was basically an N64 November 2015. The physics
run on the N64. For instance, term impact. "Rare managed to persuade Nintendo that without the graphics chip." At the time, Nintendo was haven’t aged well, but it’s still
the arcade machine had fully it should make a game which represented the N64's understandably in no mood to highlight the fact that as fun as it was.” – Steve Ellis
rendered backgrounds. The power but which did not run on N64 hardware," says
backgrounds did not ‘scroll’ left Martin Hollis, the director and producer of GoldenEye
and right, but played a series 007, one of Rare's most treasured games of the period.
of frames from a sequence to “The problem with new platforms is that first you need
give the illusion of a camera the hardware, then you can produce the software, and
panning left/right. This gave us this adds a huge delay to getting to market. That delay
our great rendered background means that customers get new hardware later and the
environments. However, on the company gets the money later. So Nintendo had some
N64, the backgrounds were incentive to put the cart before the horse. Also Rare –
made in sections of image files namely Chris Stamper and Pete Cox – had a history in
placed on polygonal meshes, developing coin-op hardware, and there was a team
so they didn’t have the same with an interest in making a fighting game. These three
degree of detail, but still factors came together to make Killer Instinct possible."
looked great considering the This iconic one-on-one fighter was arguably the
difference between the two game which gave the N64 hardware early visibility
systems.” – Kevin Bayliss with the general public – the intro even proclaimed
that it would be "available for your home in 1995, only
on Nintendo Ultra 64". Given that the company was
trying to ape the performance of unreleased hardware,
» Blast Corps remains an amazingly inventive blaster and is crying out for an update.
development called for some inventive tricks. "Killer

72 | N64 Book
How Rare ruled the n64

Rare’s N64 output


Every game that Rare released on Nintendo’s 64-bit console Only
For

Killer Instinct Blast Corps 1997 GoldenEye 007 Diddy Kong Banjo-Kazooie
GolD 1996 ■ A game so original that 1997 Racing 1997 1998
■ Based on the arcade- there’s not been one like it ■ GoldenEye missed its ■ Rare’s take on the Mario ■ This masterpiece introduced
only Killer Instinct 2, Gold since, Blast Corps involves release window and gained Kart formula didn’t disappoint, the world to Banjo the bear
introduced a training mode, using vehicles to clear a path negative press prior to its 1997 and managed to better and Kazooie the ‘Breegull’,
fresh camera views and for a nuclear missile carrier. launch. GoldenEye 007 offers Nintendo’s own effort in many one of gaming’s most iconic
enhanced presentation. While It’s rarely straightforward, massive environments, varied ways. It used 3D models duos. Praised for its intricate
KI had been the talk of the with puzzles being introduced objectives and a split-screen instead of sprites and offered level design, amazing visuals
town in the arcades, by 1996 which involve moving local multiplayer mode which a robust ‘Adventure’ mode and typically British sense
Virtua Fighter and Tekken explosives or bridging gaps surely made (and broke) which had its own storyline of humour, Banjo-Kazooie
had revolutionised the genre, in the landscape. It stands as many friendships worldwide. and boss battles. DKR is also spawned several sequels and
making Gold feel a bit like an proof of Rare’s talent to think Needless to say, it shut the notable for being the first sold nearly 2 million copies in
also-ran. up new styles of gameplay. naysayers up. game to star Conker. North America alone.

1996 1997 1998

Banjo-Tooie 2000 Mickey’s Perfect Dark 2000 Donkey Kong 64 Jet Force Gemini
■ The runaway success of Speedway USA ■ The second Rare game to 1999 1999
Banjo-Kazooie meant that a 2000 require the 4MB Expansion ■ Conceived as the follow-up ■ Years before Gears Of War
sequel was inevitable. Major ■ This title was published by Pak, Perfect Dark is considered to the Donkey Kong Country popularized cover shooters,
advancements include larger Disney rather than Nintendo to be a spiritual successor series, DK64 was intended to Jet Force Gemini offered
levels and a mini-game-based and apes the gameplay to GoldenEye. Taking the launch on the 64DD add-on N64 players a similar style
multiplayer mode for up to seen in Diddy Kong Racing. objective-based gameplay of and started production in of gameplay. Inspired by
four players. Reviews were Reviews were lukewarm the Bond outing and upping the 1997. It surfaced in 1999 on the the open spaces of Super
glowing, although critics rather than ecstatic, with the visual complexity, Perfect Dark standard N64, complete with Mario 64 and the power-up
stated it pushed the hardware general feeling being that the sold 3 million copies worldwide the 4MB Expansion pak – and collection of Super Metroid,
too much and lacked the wow game failed to improve on and was remastered for the it required the peripheral to Jet Force Gemini remains an
factor of the original. previous efforts. Xbox 360 in 2010. run the game. incredibly addictive game.

2000 1999

Conker’s Bad Fur Day 2001


■ The new millennium called for a fresh approach from Rare,
which had picked up on complaints that its platforming titles were
all adopting the same cute and cuddly approach. Bad Fur Day was
the opposite – it featured foul language, violence and alcohol,
and, as a result, had to be published by THQ rather than Nintendo.
Despite selling poorly, it has become
a cult classic in the eyes of many
dedicated Rare fans. An Xbox remaster
entitled Conker: Live & Reloaded
emerged in 2005.

2001

N64 Book | 73
RARE GEMS Just a selection of the many developers
that made the N64 a fantastic console We each had development
machines that were worth more
than our annual salaries
Steve Ellis

Rare's arcade machine wasn't totally identical to the


N64; Killer Instinct was supposed to be a demonstration
of the power of the console, and Rare's part in this
The Stampers Steve Mayles Chris Seavor subterfuge was integral.
Founders (1982 – 2007) Artist / Character Lead Designer / Artist But Nintendo knew that it could not make a console
■ Siblings Tim and Chris (1992 – 2014) (1994 – 2008) successful on the merits of a single studio, which led
founded Ultimate Play The ■ Mayles – whose brother, ■ Seavor worked on Killer to the formation of an elite 'Dream Team' of companies
Game in 1982 in their home Gregg, is still Rare’s creative Instinct before finding fame which had been deemed worthy of producing titles for
town of Ashby; Rare followed director – created some of the as the designer and director the N64. It was obvious that Rare's name would appear
in 1988. After selling Rare to firm’s most famous characters, of Conker’s Bad Fur Day, a on the list – in fact, some commenters at the time felt
Microsoft in 2002, the brothers including the Kong family in title which was so outside of that the UK studio was the only one which had any
departed in 2007 to pursue Donkey Kong Country and the Nintendo’s comfort zone that it credibility. "I was excited to join the 'Dream Team' as it
other interests. duo of Banjo and Kazooie. passed on publishing it. was known at the time," says Steve Ellis, who is credited
as coming up with GoldenEye 007 's groundbreaking
multiplayer mode and is now producing games at
Crash Lab, the studio he co-founded in 2011. "It felt like
an incredible opportunity to be involved in something
cutting edge. We each had development machines
that were worth more than our annual salaries, and
there was a real feeling of being there at the start
of something new and exciting." Being part of this
group meant that Rare was afforded privileges, such
Chris Kevin Bayliss Steve Ellis as early access to the hardware and software which
Sutherland Artist / Head Of Graphics Programmer (1996 – 1999) would drive development. "We [had] some limited but
Engineer, Producer & (1987 – 2012) ■ Ellis was instrumental in the
Product Manager ■ Bayliss created characters development of GoldenEye and
(1989 – 2014) for Killer Instinct, Battletoads is credited as coming up with
■ With almost 30 years at Rare and Diddy Kong Racing before the game’s multiplayer. He
under his belt, Sutherland’s moving into music in 2005. He co-founded Free Radical with
influence can be felt on a large recently joined some of his David Doak in 1999 and later
number of the company’s most old workmates over at established Crash Lab with Lee
accomplished hits. Playtonic Games. Musgrave and Martin Wakeley.

David Wise Lee Musgrave David Doak


Composer (1985 – 2009) Artist / Head Of Art System Manager / Designer
■ Wise is responsible for the (1995 – 2011) (1995 – 1998)
soundtracks to a great many ■ Musgrave worked on Diddy ■ Doak studied biochemistry
of Rare’s 8-bit and 16-bit titles, Kong Racing, Jet Force Gemini before moving into
and has since gone freelance. and Mickey’s Speedway, videogames. He left Rare in
He created the music for amongst others. He cofounded 1998 to form Free Radical
Donkey Kong Country: Tropical Crash Lab with Steve Ellis and founded Facebook game
Freeze, which was produced by in 2011 and is involved with studio Zinkyzonk, which has
Retro Studios rather than Rare. preciousbluedot. since folded.

Martin Hollis
Head Of Software / Producer / Director (1993 – 1999
■ Hollis is responsible for GoldenEye 007 and Perfect Dark, two
of Rare’s most acclaimed first-person shooter releases. He left
in the company in 1999 to assume a consultancy role at Nintendo
Of America before founding Zoonami in 2000. The studio, sadly,
» Rare’s headquarters are based in Twycross, Leicestershire.
ceased operating in 2010.

74 | N64 Book
How Rare ruled the n64

valuable early access to documentation, prototypes and


manufactured early hardware," says Hollis. "We got to
take two or three people only would have to adjust to a
different system of working, with more specialisation." Rare
on Rare
T
see documentation of the Reality Coprocessor, listing
all the instruction formats which I read from cover to he N64's aforementioned lack of power
cover at least five times. Later we saw early prototypes compared to the modelling workstations Banjo-Kazooie
of the thumbstick-based joypad. This helped to a that Donkey Kong Country 's visuals were ■ “We added an ‘interesting’
limited extent with designing gameplay, but, honestly, rendered on caused some headaches approach to copy protection in
most of the control code for player movement wasn't for Bayliss, too. "Having gained experience with 3D the Banjo series; previously the
written until we had final joypad hardware." Rare's input modelling software, we were excited about the move standard approach was that
almost went as far as how the console would look in from 2D to 3D," he says. "However, we had been if the game code detected it
the flesh. "Tim Stamper did produce some renders of somewhat spoiled because we were modelling with was probably running an illegal
how he'd have liked the console to look physically, and I curves, rather than polygons and rendering – actually copy of the game, it would just
remember seeing lots of pictures of what looked like a ray tracing – at a high level of quality to create great stop. However, that made it
cool spaceship-shaped console," reveals Kevin Bayliss, looking 2D sprites for the SNES. When we first looked easier for hackers to just find
who worked at Rare from 1989 to 2005 and was lead at the N64 we were then having to generate graphics the offending lines and remove
character artist on Killer Instinct. "Much nicer looking in real time, and the specs were so limited, with very them. Instead we added code
than the N64 that was released, which, I have to say, small texture resolutions for our graphics. This took that just ‘noted’ the game was
looked really ugly in my opinion." some getting used to, since we'd not really had any probably not a valid copy and
Despite the obvious talent which resided within kind of restrictions when creating our graphics from 3D it would then amend small but
Rare's HQ, the company was adapting to the move software for the SNES. We even had a huge rendering critical parts of the game, e.g.
from 2D to 3D. "I think for a lot of people it was a huge server to make sure we could create our sprites quickly the player’s jump distance, or
challenge," admits Hollis. "You need to understand enough, but all of that was no longer required when we character size, this rendering
matrices, quaternions are helpful for rotations, viewing began producing real-time 3D graphics." Steve Mayles – the game not very playable.
frustums, and so on – the mathematical parts were a character artist who served at Rare for 22 years before I have no idea whether that
beyond many game developer's ken. The OpenGL cofounding Playtonic Games – insists that the benefits did actually hinder anyone
heritage had an academic style and flavour and did outweighed the negatives. "It was liberating to work attempting to copy the game
not make these things easy to understand for people in full 3D," he says. "The possibilities seemed endless! though!” – Chris Sutherland
who did not have some mathematical training beyond A lot of the early N64 stuff was a bit grubby looking,
the age of 18. On top of this, the machine was more blurred textures, so we tried to avoid that. We’d look at
complex than any previous console, as might be stuff and think, ‘I’m sure we can do better than that.’"
expected in the general trajectory of computers. As a Rare stood apart from its development rivals at the
third jump, people had to transition from predominantly time, but something it shared with pretty much
2D graphics pipelines where all the artists were making
sprites to 3D pipelines where you are making 3D
models, textures and animations. It's a big change
which affects the skills of the whole team and means
all your tools are obsolete. The final step was games
needed larger teams so those who expected games to

» [N64] Banjo, Conker and Kazooie, hanging out at Rare’s headquarters.

» Just a few of the BAFTAs that Rare has won over the years.

N64 Book | 75
Rare every other studio was an intense admiration
for Super Mario 64, the game which proved to be
on Rare the N64's killer app. "I took the time to play through
mostly the entire game, which was no easy matter
Donkey Kong 64 when all the hints and text are in a language you don't
■ “George Andreas wrote the understand," says Hollis. "The game was polished and
words to the DK Rap and asked beautiful in many parts, with a variety of action that
me to assist him with it. Grant was unparalleled in 3D. At this time the prototypical
wrote the music and organised 3D games were racing games, which are as linear as
the recording; neither George can be, arcade shooting games like Virtua Cop or Time
nor I were rappers so the Crisis and 3D fighting games, meaning Virtua Fighter. » Perfect Dark utilised the N64’s Expansion Pak, but its performance stuttered.
session took ages as we were All these presented one problem, one style of action
often way out of time. I suspect repeated as a monotone, with no meaningful freedom
in the end that Grant had to do to roam. When Nintendo made a 3D Mario game it
a lot of digital editing to get the could’ve chosen to make something in a limited vein
vocals back in time!” – and control the scope of the project. Instead it grasped
Chris Sutherland the future, bold with ambition, seeing the potential. It
understood that 3D could mean freedom. It understood
this from very early on, before Super Mario 64 existed. » Bottles is feeling a little worse for wear.
It underpins its decision to add the joystick which they
named '3D Stick'. It had an impact on GoldenEye and
on my confidence to push towards what was only really
dreaming, as written in my original design document for
the game." Sutherland reveals that Nintendo's classic
influenced his own design process, and that of his team.
"When we were trying to consider gameplay questions,
we'd start with 'How did Mario 64 handle this case?' » Mickey’s Speedway USA is a fun racer.
Then we'd consider why Nintendo chose that approach
and then ask, ‘Is there a better way?’" previously been unconscious and implicit within a team
Rare picked its sources of inspiration well, but had to be more conscious and deliberate."
there's more to the company's success with games As you might imagine, keeping teams apart meant
than simply knowing where to look for good ideas and that each became focused on being the very best.
evolving them. The individual development teams were "There was rivalry, yes," says Mayles with a laugh.
deliberately kept apart to create a sense of competition, "Because royalty payments were only given to people
and this had an impact on the quality of Rare's output. based on the games they had worked on rather than
"The teams worked in separate buildings and there the company as a whole, I think that spurred people on
was little communication between them – this was to make the very best product possible, often requiring
deliberate in an attempt to avoid 'cross-pollination' many, many hours of overtime over several months –
of ideas," explains Sutherland. "This led to curious years in some cases." Bayliss feels that Rare's approach
situations, such as where each team would create and in this regard was perfect. "If I was setting up a new
maintain its own game engine. Ironically, in later years company to create games, I would do it in exactly the
it actually made development more challenging, as same way," says the artist, who is working along with
with larger groups per project, teams would be split not the rest of the Playtonic team on Yooka-Laylee, a Rare-
just between upstairs and downstairs on one barn but style platformer which was successfully Kickstarted last
also across separate barns. That may not seem to be year. "It was always very exciting to see other team's
a big change, but it meant communication which had games when they were demoing them; we never really

Rare’s competitors How Rare’s game fared against their competitors


Killer Instinct Blast Corps GoldenEye 007 Diddy Kong Banjo-Kazooie Jet Force
Gold Racing Gemini

Mario Super
Tekken 2 Return Fire Doom Kart 64 Mario 64 Terracon

76 | N64 Book
How Rare ruled the n64

» While Banjo-Tooie remains an enjoyable


sequel, it does feature lots of the item collect
ion that would put gamers off later titles in the
series.

knew what was going on in the other barns because


we were so focused on our own projects. I was very
it's an impressive structure, but Sutherland admits that
the move didn't have an instant impact on how Rare's Rare
lucky as a director and being in management because
I saw all of the games in development during weekly
staff operated. "Initially it made little difference to game
development – but that was very deliberate, as the
on Rare
meetings." However, Seavor grimaces at the memory. building mimicked the barn format that had existed at Banjo-Tooie
"There were lots of rivalries between teams and by my the farmhouse," he says. "It lost its intimacy," laments ■ “I remember the biggest
recollection it was anything but good-natured," he recalls Seavor. "At the farm I felt like a surrogate son in a source of bugs for me during
before admitting that it helped when it came to creating larger family – a badly behaved one, I suspect was the our test phase was the
its games. "I’ve always had a theory about this being impression – but it meant you had a completely different Clockwork bomb; this was
why Rare’s games were good. We weren’t competing attitude to the work. I practically lived at the farm for because it could be controlled
with some faceless company out in the ether. We were those first few years and it wasn’t a problem. My to walk into other areas of the
competing with those buggers in the other barns." friends were there, it was warm, there was free food, game and trigger all sorts of
It was during the N64 era that Rare would relocate and everyone mucking in together to make games; problems. I don’t expect we got
from its farmhouse location to the purpose-built everyone was at the coalface. No bullshit meetings, them all…” – Chris Sutherland
complex it currently occupies, just a short distance no dead weight. When we moved to the new place
down the road. Set away from the sleepy village of that all disappeared. The company got really big and
Twycross and surrounded by lush, verdant countryside, in the end you were just a part of some bigger

Donkey Kong 64 Perfect Dark Mickey’s Banjo-Tooie Conker’s


Speedway USA Bad Fur Day

Sypro No One Lives Crash


the Dragon Forever Team Racing Croc 2 Fur Fighters

N64 Book | 77
» Conker’s Bad Fur Day was an 18-rated game. As a result it was published by THQ in Europe instead of Nintendo.

machine, even before Microsoft came along. That’s


progress I suppose."
feedback from Nintendo would have been filtered
through them. For example, the ground slap that Rare
As the N64's library grew, a noticeable pattern began
to emerge; Nintendo would release a successful title,
Donkey Kong performed in the Donkey Kong Country
series originated as a suggestion from Miyamoto."
on Rare
only for Rare to produce a thematically similar offering Nintendo's own IP was one thing, but Seavor recalls Conker’s Bad
which – in the eyes of many players – proved to be the that the Japanese company was very much hands-off Fur Day
better choice. Super Mario 64 was followed by the likes when it came to Rare's own creations. "I can really only ■ “It was Conker (as Twelve
of Banjo-Kazooie and Donkey Kong 64, while Mario speak of my own experience, but I found the various Tales) that was responsible for
Kart 64 was lapped by Diddy Kong Racing. "It wasn't visits from the big wigs at Nintendo to be relatively the visual direction change for
so much an attempt to 'beat' Nintendo, we just wanted infrequent," he states. "At no point did anyone from Banjo-Kazooie, taking it from
to make the best games possible," says Sutherland. Japan or Redmond dictate what content would and a mostly side-on game that
"However, as mentioned previously, we did use would not be expected of the game – before the fact, used rendered 2D ‘billboards’
Nintendo titles as 'reference standards' when we were anyway. After the fact there was a little bit of jiggling, to the 3D explorathon we know
trying to solve gameplay problems." He also feels that but this was usually to stop us being sued! Miyamoto today.” – Chris Sutherland
the company's success during the 8-bit and 16-bit years did come over from time to time, but his interest was

Rare meant it could operate in a way which ensured quality,


but was financially out of reach for rival studios, and
never in telling us what we should be doing. I felt he
was more interested in seeing what we were doing
on Rare perhaps even Nintendo itself. "We were developing with
larger teams and also in many cases larger development
and getting excited about the process and discipline of
how we were making games." Does Seavor feel that
GoldenEye 007 times – Project Dream was effectively a year of
■ “One concrete thing I can 'prototyping' work that became Banjo, and a number of
point to in GoldenEye is the other titles also took longer. For many companies that
objectives which come straight wouldn't have been viable, but I'd assume the success
from Super Mario 64, although of earlier NES and SNES titles made that possible."
the details of implementation While this one-upmanship may have ruffled some
are slightly different. A second feathers at Nintendo, the company's higher-ups most
momentous thing is the likely wouldn't have minded – Rare's titles were making
architecture or topology of the N64 even more attractive to players, and were
most of the levels, which we selling in their millions. "I do know that GoldenEye sold
could have scaled back and more copies than any other Rare game," says Hollis.
linearised as we realised the "It also sold slightly better than Super Mario 64 and
difficulties they created, but Mario Kart 64 in North America." Despite its status as
instead I encouraged people to a second-party studio, Rare still managed to maintain
support and even add multiple some distance from its Japanese partner. "From the
routes, manifold pathways development team's perspective, there appeared to
with action and keep curious be minimal influence from Nintendo," says Sutherland.
backwaters to the levels.” – "However, [the Stampers] would have kept in contact
» Conker’s Bad Fur Day was a great way for Rare to end its tenure on the N64.
Martin Hollis with key Nintendo staff during development so in reality

78 | N64 Book
How Rare ruled the n64

Wave Race 64 was Not just


originally with boats until N64 games
Tim suggested jet skies More games that Rare produced
Chris Seavor
While the N64 was undoubtedly Nintendo’s
Rare was treating Nintendo as its biggest rival? "Of former Rare staffer who is now managing director and primary focus during the mid-to-late
course," he replies, but asserts that it really didn't matter, creative lead at – you guessed it – Playtonic. "It was Nineties, it could be argued that the Game
given the closeness of the two firms and what they roughly based on time at Rare, so new starters like Boy Color was just as important to the firm.
both stood to gain from a fruitful working relationship. myself were parked further away. As you walked closer Rare had supported the monochrome Game
"Graphically I think it’s safe to say we beat them hands to the building and looked over at the cars, they just Boy hardware in the early Nineties with
down," he continues. "Gameplay-wise, we gave them a kept getting better and better and better until you were games like WWF Superstars, Battletoads,
run for their money, but we were all one happy family so passing Porsches, Lamborghinis and Ferraris right at Super R.C. Pro-Am and The Amazing
everything was a boon. Everybody won: Wave Race 64 the other end. It was evidence the Stampers did reward Spider-Man, and it would go on to create
was originally with boats until Tim[Stamper] suggested staff when the games did well and it had a profound, a series of titles for its colour successor,
jet skis, and Donkey Kong Country's DK didn’t have a tie aspirational effect on myself and many others to work including handheld versions of Perfect
until Miyamoto added one." hard and reap similar rewards." Dark, Donkey Kong Country and Mickey’s
As the war between Sony, Sega and Nintendo rolled As the new millennium dawned Nintendo would Speedway USA. The studio would supply
on, Rare's N64 output became the envy of the industry transition from the N64 to the GameCube, with Rare a similar level of support to the Game Boy
and the jewel in the console's crown. "We had a taking its N64 project Dinosaur Planet and transforming Advance, even after Microsoft assumed
number of great titles for the console," says Bayliss. "It is it into Star Fox Adventures, its final game under control. At a time when most studios
probably true that we were really on a roll with the N64, Nintendo's wing. The Stampers offered Nintendo the treated handhelds as a dumping ground
with the likes of GoldenEye 007, Diddy Kong Racing, chance to buy out the remaining 51 percent of company for shovelware, Rare kept the quality bar
Donkey Kong 64, and Jet Force Gemini, we had a great stock, but the Japanese giant passed. Microsoft surprisingly high.
range of different games, at a high point in the gaming stepped in and paid $375 million for sole ownership of
industry. It was a great generation to be involved with." the studio in 2002. Since then, it could be argued that ■ Monster Max (Game Boy, 1995)
It was clearly a swell time to work at Rare, too. "We Rare has failed to replicate the commercial and critical » Banjo and ■ Donkey Kong Land
probably didn't appreciate it enough at the time, but success of its Nintendo days, something the recent Kazooie were (Game Boy, 1995)
given a drastic
the Stampers did a fantastic job of shielding the team Xbox One compilation Rare Replay hammers home a makeover for
■ Donkey Kong Country 2:
from the external pressures that they must have been little too effectively. But the firm still has a solid their last game Diddy's
 Kong Quest
experiencing," says Ellis. "We were able to work on the reputation and plenty of talent and resource, on Xbox 360. (SNES, 1995)
games until they had reached the standards that we so could it reach those stunning highs again? ■ Killer Instinct (SNES, 1995)
were striving for, rather than having to wrap things up at "I think it’s unfair to compare the Rare of today ■ Killer Instinct
some arbitrary point to hit a prearranged release date. with the Rare of the N64 days," replies Mayles. (Game Boy, 1995)
Also – and again, I don't think we appreciated it enough "The Rare of today isn’t independent, most ■ Ken Griffey, Jr.'s
at the time – we were well rewarded for the work of the staff are different, triple-A games are Winning Run (SNES, 1996)
that we did." Mayles is in agreement. "People were more expensive to produce, more people are ■ Donkey Kong Country 3:
rewarded based on sales of their game, so if you were making more – games, making it harder Dixie Kong's Double
on a multimillion selling game, then great." Nowhere to stand out now. But all it needs is Trouble! (SNES, 1996)
was this sense of accomplishment more evident than another great game, so let’s keep ■ Donkey Kong Land III
the company car park. "I remember when joining you our fingers crossed for (Game Boy, 1996)
got allocated a car space," says Gavin Price, another Sea Of Thieves." ■ Conker's Pocket Tales
(Game Boy Color, 1999)
■ Donkey Kong GB:
Dinky Kong & Dixie Kong
(Game Boy Color, 2000)
■ Perfect Dark
(Game Boy Color, 2000)
■ Donkey Kong Country
(Game Boy Color, 2000)
■ Mickey's Speedway USA
(Game Boy Color, 2001)

» Rare’s reception con


tains merchandise and
games of everything
it has worked on.

N64 Book | 79
Mario Kart 64 It’s all about the multiplayer
» retrorevival

» Nintendo 64 » Nintendo EAD » 1996


I can still remember picking up the
Japanese version of Mario Kart 64 upon
release. I was a huge fan of the original SNES
game and was expecting that magic to be
replicated on a far more powerful console.
Sadly, the magic I experienced back on the
SNES didn’t quite translate in the same way.
That’s not to say Mario Kart 64 is a bad game, though, because
it isn’t, but it does take some liberties with the classic Mario Kart
gameplay that doesn’t sit quite right with me.
Time Trails, which I adored on the SNES, aren’t quite as good,
meaning you’re less inclined to return to them. There are some
great tracks, of course, but they are on courses that feel far too
wide. The earlier SNES tracks were well-thought affairs that often
featured snakey sections or allowed you to battle your opponent
as you raced in two-player mode. There’s more room to breathe
in Mario Kart 64, meaning less skill is required to get around all
but the latest tracks.
Oh, and it introduces the Blue Dhell, which is a horrible power-
up that highlights the franchise’s notorious ‘rubber banding’ and
can snatch victory away from even the most skilled of players
through no fault of their own.
Yet, when you play Mario Kart 64 with three other friends it
becomes a completely different game. Those slightly wider tracks
begin to make sense, it becomes obvious that it’s a party game
first and a racing game second and you’re able to appreciate the
diversity in the eight available characters. I’ve fond memories of
playing Mario Kart 64 with my wife and friends and judging by its
high placing in our recent 150 Greatest Games Of All Time
feature, you all feel that way too.

80 | N64 Book
N64 Book | 81
While deciding how to follow-up Shadows of the Empire,
Jon Knoles and Eric Johnston were shown secret Lucasfilm
concept art. Jon and Eric tell Rory Milne how prototype
podracers inspired their memorable Star Wars racer

T
o some extent, game design is in constant were kicking around ideas for a follow-up. During this
flux. But the dramatic shift from sprite-based time, a few of us on the team were invited to view early
to polygonal gaming in the late Nineties concept art for the first Star Wars prequel up the road
required the way games were designed to at Skywalker Ranch. The first time we saw sketches of
be all but reinvented. Understandably, many early 3D the podracers, we knew there was a game to be made
production teams relied overly on designs proven by [out of them]. The scene was explained to us as ‘the
sprite-based gaming. And as former Lucasarts designer Ben Hur chariot race with jet engines instead of horses.’
Jon Knoles concedes, the N64 launch title Shadows Of We thought we could make a pretty solid game out of
The Empire was one such example. “We learned the that concept and our existing Shadows game engine.”
hard way that we tried to do too much with Shadows, Following a decision that the project would share its
which had several modes of gameplay. We came away release date with the forthcoming Star Wars prequel,
from that project agreeing that next time we should do Jon and his fellow project leaders were given their pick
one thing, and do it really well. In the summer of 1997, of Lucasarts specialists to help meet the strict deadline.
as we were completing the PC version of Shadows, we “Three of the Shadows core leadership team remained
together: myself, Eric Johnston, and Mark Blattel, as
well as our producer Brett Tosti. We were a pretty small
team by today’s standards; something like 25-30 at
peak. We needed people with specific skills in real-time
3D, and because we were a high-priority project that
had a very hard deadline – it had to come out with the
movie – we did get everyone we needed.”
A wealth of production materials from the in-
development Star Wars prequel soon proved invaluable
to Jon and the other artists in his team, and as the
movie’s podracers and drivers evolved, Lucasarts
created additional vehicles and contestants for its game.
“We worked off of photographs of life-sized podracers
» Jostling for first place on Tatooine’s Boonta Training Course. from the movie set, more detailed smaller scale models

82 | N64 Book
Making Of: star wars episode I: Racer

» A pack of
competitors
hurtle through
the zero gravity
corridors of
Oovo IV ’s
Vengeance track.

We had plenty of conceptual art for the


Tatooine race seen in the film, but wanted to IN THE
take players on a tour of the whole galaxy KNOW
» Publisher: LUCASARTS
Jon Knoles
» Developer:
used as reference for CG models ILM would later build, purely for the game. Many Star Wars planets are all one LUCASARTS
photos of miniature sets for the film, and vehicle and thing: lava planet, ice planet, rock planet, forest moon… » Released: 1999
character sketches from Lucasfilm’s concept artists. Well, we continued that trend, although Baroonda had » Platform: N64, VARIOUS
Originally, the podracers all looked the same: each had a lot more variety: a little bit of Tibet, a little Dagobah, a » Genre: RACING
an egg-shaped pod pulled by two massive jet airplane little Mayan ruins – all on one planet.”
engines. All were driven by human pilots, the youngest Beyond designing podracers, their drivers and the
of which was a teenage Anakin. We watched these worlds they would race on, Jon also employed trial,
concepts evolve into visually-distinct vehicles, each with error and testing in order to deliver the courses that
unique silhouettes and colour schemes, and equally would define his Lucasarts racing game. “Three of us
diverse alien drivers to match each vehicle. I think there designed on paper – then prototyped and built – final
were 24 podracers and drivers in the movie, and three art for all 20-something tracks in the game. I built the
of us at Lucasarts built all of them in various levels of Tatooine and Baroonda tracks, while Duncan Brown
detail to support the N64. We also added a couple of and Jacob Stephens designed and built the rest, with
our own, one designed by Jim Rice, the other by Clint additional level art support. There was one top-down
Young, as well as their drivers Jin Reeso and Cy Yunga sketch of the Tatooine ‘Boonta Eve Classic’ race course
– see what we did there? These were only accessible if provided by Lucasfilm, which I used as inspiration and
developer
you entered special codes.”
As well as new characters, Jon wanted his racing
reference when building that track in-game – our first
test track. I attempted to build it to scale and discovered HighliGhts
game to feature new worlds, which were devised it would take nearly 15 minutes to complete a single lap DAY OF THE TENTACLE
with the help of noted concept artist Peter Chan. “We – even at speeds of 400mph! That was too big for our System: PC, VARIOUS
had plenty of conceptual art to serve as reference for game engine, let alone for fun gameplay. So I reduced it Year: 1993
the Tatooine race seen in the film, but wanted to take considerably, then widened it accordingly. A great ‘ah-ha’ STAR WARS: DARK
players on a colourful tour of the whole galaxy. We moment happened when trying to recreate a big canyon FORCES (Pictured)
enjoyed a good deal of freedom, and invented planets jump. The testers were having a blast seeing how System: PC, VARIOUS
Year: 1995
GRIM FANDANGO
System: PC, VARIOUS
Year: 1998

N64 Book | 83
Conversion Capers far they could fly, and asked us if we could make the
jumps bigger. Before you knew it, we were cutting big
How the Lucasarts racer compares on different systems holes in every track and making crazy jumps.”
While Jon managed the design and visuals of the Star
N64 Wars racer, fellow project leader – coder Eric Johnston –
■ Lucasarts really pulled out all the stops focused on bringing these components to life within an
when developing Episode I Racer for evolving Shadows’ game engine, a goal Eric describes
Nintendo’s 64-bit console, and it’s probably with just two words. “There was exactly one objective:
fair to call it the definitive version of the go fast! Everything else was secondary, as you can tell
game. Its wealth of documented features are from just looking at the vehicles – the initial prototype
complemented by some great unlockables, » Jon is design director at was a cylinder with no speed limit. It wasn’t clear how it
such as extra podracers, and a dual-controller Microsoft’s Turn 10 Studios might translate into gameplay, but ‘go fast’ was used like
which creates the popular
option – each pad controls an engine. Forza games for Xbox.
punctuation in many conversations.”
And because the game’s hyper-fast vehicles were to
be dragged forwards by massive left and right engines
PC tethered to their ‘cockpits’, Eric turned dog walking into
■ As well as improving on the N64’s podracer simulation in order to help him work out the
graphics, the PC Racer also boasts physics. “I lived in Half Moon Bay at the time – on the
additional visual effects and cutscenes. In coast, south of San Francisco – and had two yellow
terms of gameplay, the PC outing has a retrievers, named Abacus and Tangent. We had two
smoother difficulty curve than its console harnesses and leashes made of climbing rope, and a
counterpart, with slower, less aggressive skateboard. Maximum speed was always achieved
competitors on the earlier courses. It also while travelling toward the beach. The cars in Half
supports network multiplayer. Moon Bay aren’t that fast, but we were always faster.
» Eric is a code optimisation Officially, I don’t recommend this!”

A
specialist and is doing
postdoctoral research in
Game Boy Color quantum engineering. s Eric reconciled physics with road safety,
■ The largely Nintendo-produced GBC Jon Knoles looked into broadening the
adaptation gets as close to the N64 gameplay of their racing game with
title as the 8-bit handheld is capable of. adventure elements. “We found gameplay
This dramatically stripped-down version and graphics inspiration in games like Beetle Adventure
swaps 3D polygons for 2D top-down sprites, Racing by Paradigm, Top Gear Overdrive and Sega Rally.
limits races to two contestants and ditches These games felt almost like action adventure games
podracer upgrades in favour of winning your with cars, which is more of what we felt podracing
opponents’ vehicles. should feel like – the environment and its extreme
challenges were critical to the experience.”
Further enhancements followed, including a fully-3D,
Dreamcast RPG-inspired shop where race winnings could be used
■ This is easily the most attractive home to buy parts to improve podracers, which Jon attributes
version of Racer, the Dreamcast port to feature-creep. “Watto’s junk shop was just a really
faithfully recreates the N64 original but cool, well-developed set-piece to add depth using RPG-
has much greater detailing in its courses light mechanics. Funny thing is, we had no intention of
and more fluid, realistically animated using a fully-interactive 3D interface until pretty far into
podracers. Dreamcast Racer also excels in development. I’m really glad we did that. It was much
the audio department thanks to its rousing more immersive and fun between races.”
Episode I-inspired soundtrack. In terms of the racer’s in-game power-ups, Jon
looked to Lucasfilm’s Star Wars prequel for inspiration,
» Episode I: Racer used the Expan
Arcade resolution in hi-res mode or impro
sion Pak to either increase the
ve the frame-rate in lo-res mode
■ The Sega/Lucasarts-developed Star Wars .
Racer Arcade is more of a remake than a
conversion. Three of its four courses do
take visual cues from the original game, but
its fourth – an ocean planet track seeped
in Sega blue – is unique to the coin-op. The
arcade version of Racer also pits you against
a countdown.

84 | N64 Book
Making Of: star wars episode I: Racer

» Anakin
Skywalker loses
control on the icy
track of Beedo’s
Wild Ride, located
on Ando Prime.

Star Wars
Episode I: Racer 101
■ Taking Episode I’s Tatooine-set
podracing scene as its starting point,
Racer spans eight varied planets hosting
25 courses – ranging from easy to expert.
Racer adds strategy by allowing winnings
to be spent on upgrades and by letting
players boost their speed at will within the
limits of their highly volatile engines.

There was exactly


which resulted in constant access to speed-boosts at
the risk of blowing up podracers. “As odd as it sounds,

one objective: go fast!


we didn’t like the idea of peppering the course with
floating power-ups. We wanted to be as authentic to
the film as we could, even given the graphical limitations
Everything else was
Control
of the N64. We did agree there had to be a recharge
mechanic for using the boost – or you’d just use it all the
secondary, as you can
Freak
time, but because Anakin’s mechanical repair skills were
a big part of the race scene, we wanted to play around
with that idea of pushing your vehicle beyond its limits, tell from just looking at
then being able to fix it on the fly.”
In addition to influencing podracer power-ups, the vehicles Dual-throttle podracing using
the N64’s second controller
Lucasfilm’s prequel movie – Star Wars: Episode I – also Eric Johnston
lent its name to Lucasarts’ racing game, although Jon Those that paid close attention to the
and his team didn’t quite get the title they had hoped for. with the developers. You got to see how they solved podracing scene in Episode I will have
“The game was going to be called Star Wars: Episode I problems you gave up on.” noticed Anakin Skywalker and his
Podracer. Unfortunately, there was another sci-fi racing When asked for his thoughts on his Star Wars rivals using a dual-throttle system
game at the time called Planet Of Death – or simply racing game now, Eric expresses nostalgia for Racer’s to control their vehicles, where a left
POD, in North America – published by Ubisoft. They development environment and pride at having cocreated lever fired the left engine and a right
trademarked the word ‘pod’ in any form of interactive the game. “Racer was written at a special time. The lever powered the right engine. When
entertainment. We were not allowed to use a title source code and dev teams were small but about to it came to adapting podracing as a
for any game with the word ‘pod’ in it. Ultimately we start growing. It was received by audiences thrilled to game for home systems, though, a
settled on Star Wars: Episode I Racer because it was punch the gas and enjoy some improbable vehicular simplified left/right to steer, single-
short and to the point.” shenanigans. I’m proud to have been part of that.” button accelerator system was
With its name decided, Star Wars: Episode I Racer Jon Knoles’ last words on the racer explain the favoured. However, if you enter a
launched to critical acclaim, which Jon attributes to the paradox of the game making concessions to speed and special code into the N64 version and
game’s high tempo. “Critics generally liked the game, yet also securing much of its enduring appeal thanks plug in a second controller then the
even if they thought it was too simple or limited in scope to its high velocity. “At speeds of 400+ miles per hour, analogue sticks on the pads control
for their expectations of a Star Wars game. I do think our it is difficult to emulate the type of door-to-door action one engine each, just like in the
focus on eye-peeling speed led to a more focused and people expect from a great racing game. So we focused movie. The proviso is, of course, that
polished game – that didn’t go unnoticed.” on delivering the fantasy fulfilment of speeding through controlling the game with a controller
And if anything, Episode I Racer was a greater alien landscapes. I think that sense of speed and track in each hand is tricky to say the least,
commercial than critical success, beating the challenge, and strategic use of the boost mechanic, all and on top of that, two-stick control
competition to become the world’s bestselling sci-fi added up to a fun game. Of all the movie-based games feels counter-intuitive at best. With
racing game, although Eric Johnston recalls having I’ve worked on, this was one of the high points.” that said, Lucasarts deserves full
nothing but respect for rival racers. “We loved F-Zero credit for the excellent fan service
and WipEout. Dev teams were small then, and playing Many thanks to Jon Knoles and Eric Johnston for that the N64 Racer’s dual-throttle
someone else’s game was like having a conversation racing back to Episode I. mode provides.

N64 Book | 85
Nintendo 64
controller
» Platform: Nintendo 64 » Released: 1996 » Cost: £8+ unboxed (£15+ boxed)

O
ne of the first things you’ll think when viewing Nintendo’s
controller is, “How on earth am I going to use that?” It’s
arguably one of the most intimidating looking controllers for
a mainstream console, mainly because of those three prongs,
which make you question where you should actually hold the thing.
There’s no real right or wrong way of course (although we prefer
ignoring that middle prong most of the time). Some games certainly work
better than others (most obviously Nintendo’s own titles) but, regardless,
it’s a surprisingly comfortable controller to use.
Continued practice helps and after a little time the positions of some
of those out of the way buttons (particularly the Z trigger) begin to make
perfect sense. Like the Dreamcast pad, it’s crying out for an actual second
analogue stick, but the C buttons do work surprisingly well. Some first-
person shooters even allowed you to use two pads so you could have
access to two analogue sticks (it also works brilliantly with Star Wars
Episode I: Racer). It can even handle Rumble Paks and Controller Paks,
making it one of Nintendo’s most surprising and versatile pads. Once
you actually get used to using it…

N64 160mm
Controller
Fact
■ Nintendo partnered up
with LodgeNet in 1997
and released a distinct
155mm

controller for various


hotels in the United States.
In addition to allowing
you to access numerous
games, it could also act as
a TV remote.

200g
86 | N64 Book
PERIPHERAL VISION: N64 CONTROLLER

ESSENTIAL
GAME
Super Mario 64
Few games highlight the
versatility of the N64’s unique
looking controller as well as
Super Mario 64. Mario not only
gains access to a large number of
exciting new moves; but controls
brilliantly too, creeping around
corners or running over short
distances with ease. It not only
does its best to highlight all the
main aspects of Nintendo’s pad,
but also justifies the price
of the unit itself. A stunning
example of a triple-A launch
game that’s still one of the best
examples of the genre.

N64 Book | 87
88 | N64 Book
The Legend Of
Zelda: Majora’s Mask
Utter redo of time
» Nintendo 64 » Nintendo » 2000 structure aside – simply comes down to timing.
» retrorevival

While Ocarina Of Time might Ocarina Of Time came out when the Nintendo
be a shoo-in for any ‘greatest 64 was in its prime, while Majora’s Mask was
N64 games ever’ discussion, so late in its life that it pretty much launched
I’ve always felt that Majora’s alongside the PlayStation 2. Uptake was further
Mask gets massively short- limited by the fact that it was one of the few
changed as a result. Link’s second Nintendo N64 games that required the Expansion Pak in
64 outing is far more inventive in its structure. order to even run, these factors conspiring to
With just three days to prevent Skull Kid crashing lead to sales of less than half of Link’s previous
the moon into Termina, it’s all about playing N64 adventure.
out those same 72 hours over and over, with It’s so different to every other Zelda game –
landmark achievements carrying over between darker in tone, smarter in its puzzles and forcing
rewinds so that you can slowly chip away at players to develop a much better understanding
the unfolding mystery and develop an intricate of their surroundings, it still holds up brilliantly
working knowledge of what happens where and today. Whether you play Grezzo’s excellent
when in order to save the day. 3DS remake, the Virtual Console release or the
Part of the reason Majora’s Mask doesn’t original game, just make sure you do play it...
get the same love as its predecessor – unique there’s nothing else quite like it.

N64 Book | 89
ERS’ C
D
REA

HO
ICE
NNIIN

TEE 6

4
NNDD
O 6
O 4

25GAMES
Top
nintendo 64
Retro Gamer readers have cast their votes and top developers
have had their say – these are your top 25 games on Nintendo’s
groundbreaking console. Join Nick Thorpe for the countdown…

90 | N64 Book
top 25 nintendo 64 games

Jet Force Gemini


■ Developer: Rare ■ Year: 1999
■ Genre: Third-person shooter

25
Kicking off your top 25 is the first of many
Rare games. Jet Force Gemini combines
elements of platform and shooting games,
both genres in which the developer was proficient
during the N64 era. As a result, you’ll have a lot of
exploring to do as you seek to push back the forces
of Mizar, the game’s antagonist. Customisable
multiplayer modes round off an accomplished
package, as is common for Rare games.

Excitebike 64
■ Developer: Left Field Productions
■ Year: 2000 ■ Genre: Racing

23
Excitebike’s return in 2000 was as
welcome as it was unexpected, with the
series having largely lain dormant since
the 1984 debut of its NES precursor. The dirt track
racing proved a good fit for the move to 3D, and

Developer
the addition of mini-games and a track editor gave
the game real longevity. Unfortunately, Excitebike
64 ’s release was delayed until the N64’s mid-2001

Top Picks decline in the UK, perhaps explaining its low


position in your chart.

International Superstar
Blast Corps
“I remember when Blast Corps came along –
Soccer 64
■ Developer: Konami Computer Entertainment Osaka
the crew was gathered around an N64 saying,
■ Year: 1997 ■ Genre: Sports

24
“No way! How are they doing that?” I love
Konami’s follow-up to its SNES hit
seeing creativity and innovation in gaming,
ISS Deluxe was a huge presentation
and Blast Corps didn’t just manage to do it on
upgrade, taking advantage of the N64’s
a technical level, but they innovated along the
power. Aided by the inclusion of some hilarious
lines of the actual game design”
commentary, the new 3D visuals greatly enhanced
Doug TenNapel the game’s sense of realism. And while the game
(Earthworm Jim, The Neverhood) didn’t feature real player names, it was easily a
match for FIFA 98: Road To The World Cup.

Beetle Adventure Racing


■ Developer: Paradigm Entertainment
■ Year: 1999 ■ Genre: Racing

22
Even the greatest of games can look like losers on
paper – after all, “an Italian plumber goes running and
occasionally jumps on turtles” is the no-frills description
of one of the most important games of all time. So it is that we
come to Beetle Adventure Racing, a licensed racing game in
which players can only choose a single model of car – but unlike
the likes of Ferrari F355 Challenge, the single model is a modest
economy car. However, in spite of a distinctly unexciting premise,
Beetle Adventure Racing delivers a surprisingly good experience.
The key word in the title is “Adventure” as the game’s six
tracks has a distinctive theme, from the Egyptian-themed Sunset
Sands to the quintessentially English Coventry Cove. Beetle
Adventure Racing is a game in which you’ll rarely stick to the
track, too. In a similar fashion to arcade racers such as GTI
Club and Hydro Thunder, each track is filled with shortcuts and
alternative routes, allowing players to crash through barns, tear
down narrow side streets and even drive through caves. These
secret routes often hide items, from nitro boosts to points used to
unlock extra arenas in the multiplayer Beetle Battle mode.

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Diddy Kong Racing


■ Developer: Rare ■ Year: 1997
■ Genre: Racing

21
15 years before Sonic and his mates raced
each other across land, sea and air, Rare
busted out planes and hovercrafts in an
attempt to claim Mario Kart ’s throne. Depending
on the course, players could choose either of these
vehicles or karts, with drivers such as Banjo and
a pre-booze Conker joining Diddy Kong on the Super Smash Bros.
starting grid. ■ Developer: HAL Laboratory ■ Year: 1999 ■ Genre: Beat-’em-up

20
The real strength of Diddy Kong Racing lies The N64 is one of the all-time great multiplayer consoles, in part due to Nintendo’s shrewd inclusion
in its excellent Adventure Mode, which provides of four controller ports on the console, and party-oriented games like Super Smash Bros helped to
a satisfying single-player experience unlike that cement that reputation by allowing Mario, Pikachu, Link and Samus to beat each other up.
offered by Mario Kart. Winning regular races The key to the wide appeal of Super Smash Bros is its deliberate avoidance of fighting game conventions.
unlocks boss races, beating bosses opens up coin- The game’s violence is cartoonish, the controls are simple and even traditional life bars are discarded, in
collecting challenges, and so on – there’s a hell of favour of a percentage system that has no definite knock-out point. Platform-based stages and randomly
a lot to do over the game’s 30 courses before you generated items mix things up further, creating a chaotic environment in which everyone has the potential to
ever get any other players involved. win a round.

Paper Mario
“I’d never played anything quite ■ Developer: Intelligent Systems ■ Year: 2000 ■ Genre: RPG

18
like it before, nor have I since. Much like Square’s SNES outing Super Mario RPG, Paper Mario drops Mario and
The combination of the great his friends into a role-playing game with an eye-catching visual style – indeed,
characters, writing, music and Paper Mario was announced as Super Mario RPG 2. But where the SNES game
quirky Japaneseness (it’s a word) tried to punch above its weight with pre-rendered 3D visuals, the N64 game goes in the
make it a very unique experience” opposite direction, with every character represented as a lovingly drawn paper-thin cut-
out instead.
Nathan Wind Though it operated a menu-based combat system, Paper Mario included an active
element in battles with the use of the ‘action command’ system – button presses timed
with attacks or guards would increase the effectiveness of your attacks, elaborating on
Final Fantasy VIII ’s implementation of a similar system. However, it was the setting rather
than the mechanics that made Paper Mario, with the Mushroom Kingdom coming alive
thanks to Goomba families, a green-eyed Luigi and Bowser’s unceasing belligerence.

Mystical Ninja
Starring Goemon
■ Developer: Konami Computer Entertainment Osaka
■ Year: 1997 ■ Genre: Action-adventure

19
While Goemon and chums starred in three N64
adventures, it’s the first one that makes the cut here.
This action-adventure follows the titular hero and his
companions Ebisumaru, Yae and the mechanical ninja Sasuke,
as they try to work out just who was behind a UFO attack which
turned the Japanese Oedo Castle into a European-style castle.
This is one of the more surprising entries in your top 25, as
sales weren’t tremendous and critical reception was mixed.
However, it has cult appeal – the game’s medieval Japanese
setting and bizarre sense of humour give it a unique boost.

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top 25 nintendo 64 games

Conker’s Bad Fur Day


Pokémon Snap ■ Developer: Rare
■ Year: 2001 ■ Genre: Platform
■ Developer: HAL Laboratory/Pax Softnica
■ Year: 1999 ■ Genre: Photography
15 Twelve Tales: Conker 64

17
didn’t stand out from the
A first-person rail shooter of a rather different kind,
crowd when it was announced,
Pokémon Snap challenges players to shoot photos of
so Rare extensively retooled its
Nintendo’s collectable critters. You play a Pokémon
planned family-friendly platformer
photographer who travels through a variety of environments
into the tale of a foul-mouthed
in a small rail cart, taking photos which are then scored
alcoholic squirrel. The changes
by Professor Oak. Higher points are awarded for keeping
clearly worked out – after all, who can forget their
the Pokémon in the centre of the frame, catching it doing
first encounter with the Great Mighty Poo?
interesting things and getting more than one of the same
species in shot.
It’s a simple game, but one enhanced by the level of Lylat Wars
interaction afforded by items which can be thrown – food will ■ Developer: Nintendo EAD
lure Pokémon in for better shots, while pester balls will make ■ Year: 1997 ■ Genre: Shoot-’em-up

14
them angry and extract them from hiding places. While the Better known as
selection of Pokémon featured is pretty small at just 63 of the Star Fox 64 elsewhere
original 151, their interesting animations and the diversity of the (including the 3DS update), this
game’s seven courses hook players easily. on-rails shooter bundled the
N64’s Rumble Pak peripheral.
The game expanded on its
1080° Snowboarding SNES predecessor by offering
free-flight boss areas. It also gave us the “do a
■ Developer: Nintendo EAD ■ Year: 1998 ■ Genre: Sports barrel roll” internet phenomenon…

16
Nintendo EAD isn’t traditionally thought of as a great developer of sports games, but 1080°
Snowboarding isn’t a traditional Nintendo EAD game. While Japanese staff made up the bulk of
the team, the coding was handled by two Englishmen, ex-Argonaut programmer Giles Goddard WWF No Mercy
and Colin Reed, who has most recently been working on the Forza Motorsport series. Compared to ■ Developer: AKI Corporation
contemporary snowboarding games like the Cool Boarders series, 1080° Snowboarding took a more ■ Year: 2000 ■ Genre: Beat-’em-up
realistic approach to the sport, placing a greater emphasis on technical aspects such as correctly landing
after tricks. 13 The best wrestling game
ever? It could be – fans
still love its refined grappling
That emphasis on realism carried over to the game’s visuals, and 1080° Snowboarding was graphically
incredible upon release. Sunlight was reflected in the snow in a manner quite unlike anything else seen at system over a decade later. No
the time, characters didn’t exhibit the joints between limbs that were common in so many other games, Mercy perfectly encapsulates
and there was even a little lens flare on the camera. The gameplay was equally impressive, thanks to level the popular Attitude era of the
designs which included hidden routes and a variety of natural places to perform tricks, securing 1080° WWF, and is packed with big
Snowboarding ’s status as an unexpected but undisputed hit. names like The Rock, Stone Cold Steve Austin and
The Undertaker.

“I love the way it concentrates Pilotwings 64


on racing rather than tricks, the ■ Developer: Nintendo / Paradigm Entertainment
sunsets and reflections look ■ Year: 1996 ■ Genre: Flight simulator
great, even the menu was fun.
You also get to play as a panda” 12 Just as Pilotwings had
demonstrated the Mode
Fightersmegamix 7 backgrounds of the SNES,
Pilotwings 64 is a spectacular
demonstration of the 3D
environments that the N64
offers. Using a jetpack and
hang glider in the main game is fun, but the bonus
cannon event remains our favourite.

Perfect Dark
■ Developer: Rare
■ Year: 2000 ■ Genre: First-person shooter

11 Trying to top the success


of GoldenEye was an
unenviable task, but one which
Rare set out to achieve with
this sci-fi shooter. As a late
release that utilised the N64’s
Expansion Pak accessory,
Perfect Dark boasted substantially improved visuals
over its predecessor.
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■ Developer: Rare ■ Year: 1999 ■ Genre: Platform

9
We’ve already seen the last of Rare’s N64 platformers pop up
in this list, and the first joins it here. Banjo-Kazooie was one
of the games which gave Rare a formidable reputation for
crafting 3D platform games, and for good reason. The dynamic
duo of a bear and a bird employed a variety of different techniques
in their quest to rescue Banjo’s sister Tooty.
Drawing on Rare’s design work on the Donkey Kong Country
series for the SNES, item collecting was a huge part of Banjo-
Kazooie, to the point that the pause screen tracks seven different
types of pick-ups as well as displaying your life and energy. Each
“Rare at the height of its powers.
stage is packed with things to do as a result, making the game a
Powers that would extend
dream for both intrepid explorers and completion fanatics.
throughout its N64 canon, in
fairness, but this is the kind of
original concept that’s missing
from Nintendo’s consoles today”
Team Alfie
Blast Corps
■ Developer: Rare ■ Year: 1997 ■ Genre: Action

10
Smashing things is fun. That isn’t an opinion, that’s a universal truth known even to
babies, who giggle as they clumsily knock over their building blocks at nursery. Blast
Corps recognises this fact, and gives the player the opportunity to smash buildings
in a multitude of ways. This usually has a purpose, such as clearing a path for a nuclear
truck, but you’ll never care too much about that because the fun of demolition is always your
primary concern.
The vehicles on offer allow players to demolish buildings by sliding the tail of a truck,
attacking from the side with extending arms and even just charging straight in. But our
favourite is the jetpack, which allows you to soar into the air before raining down destruction
upon the helpless concrete constructs.

Wave Race 64
■ Developer: Nintendo EAD
■ Year: 1996 ■ Genre: Racing

7
Sometimes, a game does just one thing so
well that it has the potential to overshadow
“Treasure was on fire everything else in the game. In Wave Race 64,
with this one, just the sequel to a tame top-down racer for the Game
technically astounding Boy, that thing was water. No other game captured
– the carrier level lived the look and feel of racing on water in quite the
long in the memory” same way and while it might not have retained the
adippm82 visual impact it had in 1996, Wave Race 64 ’s water
physics remain hugely impressive.
The rest of the game is impressive too, due

Sin & Punishment largely to excellent track design. It doesn’t have


the exuberance of a game like Mario Kart 64 F-Zero X
■ Developer: Treasure or Diddy Kong Racing, but it does boast some ■ Developer: Nintendo EAD
■ Year: 2000 ■ Genre: Shoot-’em-up spectacular graphical effects. ■ Year: 1998 ■ Genre: Racing

8 6
The N64 wasn’t popular in Japan, where it If you’ve never played F-Zero X before, you
finished in third place behind the Saturn, and might be looking at it here and wondering
there are few essential import games as a what all the fuss was – and is still – about,
result. But if there’s one game that made owning but allow us to put your doubts to rest. The game
an import-ready N64 worthwhile, it was Sin & looks incredibly sparse, but this deliberate visual
Punishment. Treasure’s game is much like a 3D restraint allows it to convey an unrivalled sense of
Cabal, with the N64 pad allowing you to move speed at a high frame rate. Moving into 3D visuals
and aim independently. As an arcade-style blaster allowed Nintendo EAD to experiment with some
the game is on the short side – a proficient player crazy anti-gravity track designs that just weren’t
can beat it in less than two hours – but it’s packed possible on the SNES, with players racing inside
full of bosses and set-pieces that ensure you’ll and outside of pipes, as well as around full loops.
return to it. Sin & Punishment is now available to There’s even a random track generator, which
international audiences, as it was translated and extends the game’s lifespan far beyond other
released on the Wii’s Virtual Console. racing games.

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top 25 nintendo 64 games

Developer Mario Kart 64


Top Picks
■ Developer: Nintendo
■ Year: 1996 ■ Genre: Racing

5
Hands up: how many of you have sworn over
Mario Kart 64 being blasted with lightning on the Wario
“I remember playing it in four-player Stadium jump? Quite a few, we’re guessing.
mode at the King Of The Jungle Mario Kart ’s multiplayer has always drawn out a
offices and wanting to murder anyone variety of emotions, creating memories that have
that red-shelled me! It was manically propelled the game into your top five.
addictive in multiplayer mode, and The first 3D Mario Kart game introduced many
definitely an office favourite for a recurring elements of the series, including mini-
while. Nothing better than getting the turbos for drifts, fake item boxes and the dreaded
invincibility star and squashing all leader-seeking blue shell, while removing the “I know most people will
your mates” CPU-only special items found in Super Mario Kart. prefer Ocarina Of Time, but
Raffaele Cecco But for all of these improvements made to the Majora’s Mask proved that
(Exolon, Stormlord) already sterling formula, the biggest upgrade came the series could take a turn
from the hardware itself – amazing four-player split-
screen multiplayer. The Legend Of Zelda: to the dark side, and do it
so well”
The Legend Of Zelda:
Ocarina Of Time Majora’s Mask gunbladelad
“Life just ground to a halt for two or ■ Developer: Nintendo EAD
three weeks while I completed the ■ Year: 2000 ■ Genre: Action-RPG

4
game. The simplicity of control with Few games have a more compelling premise than that of
the wide variety of things you can do Majora’s Mask. Faced with the impending disaster of a falling
is just what I want from a game like moon that will obliterate Termina in just three days, Link
this. Miyamoto at his best once again” must travel back and forth in time to save the world. Dungeons
follow the excellent template set out by Ocarina Of Time, but
Jon Ritman other mechanics take centre stage in Majora’s Mask. With control
(Match Day, Head Over Heels)
over time allowing the player to work out the daily routines of the
townspeople and a variety of masks to affect their reactions to
Wave Race 64 Link, the game features a deeper level of interaction with other
“I used to be a programmer for many characters than prior Zelda games.
years, so when games appeared that
were technically spectacular, I not
only appreciated them on a gameplay
level but on a ‘how the heck did they
do that?’ level. Wave Race 64 had me
GoldenEye 007
■ Developer: RARE ■ Year: 1997 ■ Genre: First-person shooter

3
scratching my head as the simulation Miles in front of the fourth-placed game is Rare’s N64 masterwork. It might have arrived two years after the film, but
and feel of zipping across really that didn’t hurt this James Bond tie-in one bit – after all, it would have been churlish to criticise the timeliness of a
choppy water was excellent” game this good.
David Perry The key to Rare’s approach was a flexible adherence to the movie’s script. Stages were crafted from very small
(Earthworm Jim, MDK) sequences of the film or even made up entirely. What’s more, the game’s excellently designed stages included a variety
of objectives that could be tackled in the order of the player’s choosing, giving a sense of freedom that was uncommon in
Diddy Kong Racing games of the time.
“It was a great game to be involved But the single-player mode is only half the story. Given the longevity it lent to the game, it’s surprising that multiplayer
with, and I loved the twist of the wasn’t a key part of the game’s design from the beginning. The mode was added late in development, but proved to be
added storyline and adventure an important selling point for the console as well as the game – the superb deathmatch mode was the perfect advert for
element. It wasn’t just a racing game, the N64’s four control ports, and helped to cement the system as the machine of choice for multiplayer fanatics.
but had a little of everything. The While Rare would later develop its first-person shooter template further with Perfect Dark, readers have remembered
Rare sense of humour, and the cross the impact that GoldenEye had upon release. As well as being a rare example of a worthwhile movie licence, the game
between Mario World with a racing proved that consoles could host first-person shooters that were at least as good as those on PC, if not better. Keyboard
genre, just made it exciting and new” warriors could keep Quake – N64 owners were too busy crowding around the TV for split-screen GoldenEye.
Kevin Bayliss
(Killer Instinct, Diddy Kong Racing)

“It absolutely nailed the


GoldenEye 007 atmosphere of being James Bond,
“If I’m only allowed one, it’s clearly from the comedy enemies to the
GoldenEye. I was so addicted it quite ricocheting bullet sounds and the
literally caused Alundra’s release to awesome music – somehow it’s
be late. I kept thinking about it when much closer to the movie feel than
writing the English version of Alundra most Bond games that followed”
and taking breaks to play it, which Qazimod
turned into a diversion of an hour or
more every time”
Victor Ireland
(Lunar: The Silver Star, Alundra)

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Super Mario 64
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■ Developer: Nintendo EAD ■ Year: 1996 ■ Genre: Platform
Super Mario 64 isn’t just a great game – it changed gaming forever. For players, it
was a rare treat. 2D Mario platformers had been straightforward affairs – even if
there were hidden exits to find and a variety of abilities for Mario to use, the aim of
the game was usually still to make it from your starting point to a single finishing
point. Super Mario 64 ’s levels were wide environments designed for exploration,
and the whole game changed around that fact. Staple enemies like Goombas were
suddenly much easier to avoid and became more of a minor hindrance than a serious
threat, in part thanks to Mario’s new health meter. Goals, rather than being points at which
the level finishes, were now tied to objectives – beating bosses, collecting red coins,
winning races and so on. Each stage had multiple goals, and the sight of a well-placed
star outside of your objective often caused players to pause and try to figure out how to
reach them ahead of time. This non-linearity extended further, as the stars opened up
new stages in batches, meaning that it was hard to ever become truly stuck.

The Legend Of Zelda: For developers, Super Mario 64 was a masterclass. Despite a lack of prior experience
with 3D game design, Nintendo delivered a full slate of impressively designed levels,

Ocarina Of Time filled with challenging and inventive objectives. Even the simple act of moving Mario
was a joy – the N64’s boldly different control pad gave many players their first taste of
■ Developer: Nintendo EAD the subtleties of analogue control, with a light push producing a slow tiptoe and a heavy
■ Year: 1998 ■ Genre: Action-RPG push producing a full-on sprint. That wasn’t all, as Mario gained new abilities like the triple

2
Only narrowly missing the top spot is the first 3D Zelda jump and backflip, which proved useful for leaping those hard-to-cross gaps. Particularly
game, one of the greatest games ever designed. Link’s fifth pleasurable was the act of trying to force Mario up a hill, watching his legs working ever
quest sees him once again taking on Ganondorf, seeking to harder until he fell forward and slid back down.
prevent him from obtaining the Triforce and dooming Hyrule. The The platform genre had a variety of competing designs in the early days of 3D, from
move to 3D granted the series an unprecedented sense of scale, conservative 2.5D efforts such as Pandemonium to the idiosyncratic approach of Jumping
which hits players the first time they set out across Hyrule Field Flash. However, it’s easy to forget this, as Super Mario 64 quickly rendered almost all
– this was a huge world with lots to experience, from riding the of them obsolete and subsequent games such as Banjo-Kazooie and Gex 3D borrowed
horse Epona to entering the pit of Jabu-Jabu’s belly. Time is the heavily from its design. Design features we now take for granted, such as dynamic
game’s key mechanic, with Link appearing in both child and adult cameras, owe a heavy debt to the work of Shigeru Myamoto and his team.
forms, each with different abilities – young Link can crawl through All of this, and Super Mario 64 was a launch game. It was an almost impossibly
small spaces, while adult Link can use the hookshot, for example. convincing reason to buy the console on day one, which remained compelling years after
Much like Super Mario 64, Ocarina Of Time provided key the hype had faded. Yes, this is your top N64 game – but there’s a strong argument to be
advances in the design of 3D games. Rather than turning the game made that it is the best game ever, too.
into a hybrid puzzle-platformer, Nintendo gave Link the ability to
jump automatically as he reached platform edges, allowing the
player to work out the puzzles without worrying about control.
In order to ensure that players could fight battles adequately,
Z-targeting was introduced, with players holding the Z button to Five Reasons Why It’s Great
lock on to an enemy and make movements relative to its position.
It isn’t quite perfect – Nintendo notably addressed the design
flaws around the Water Temple in the 3DS version of the game
1 2
clone the
2D gameplay,
3
It didn’t just
4 5
The non-
linear
progression of
The game’s
precise
control was
Sliding
down
an slippery
The game
just didnt
ruddy end.
– but it’s as close as anyone had seen in 1998, and launched instead the game left unlike anything icy slope Even after you
to universal acclaim, selling over 7 million copies. As a result, adapting players spoiled else available while racing had collected
Ocarina Of Time’s design has formed the basis of every 3D Zelda the Mario for choice when at the time, a penguin all 120 stars,
game released since. Those sequels have made the formula experience choosing the justifying the remains one there was still
familiar, but Ocarina Of Time was an utterly groundbreaking to a 3D next stage to Nintendo 64’s of gaming’s one last secret
game, an expansive and engrossing adventure that played like a environment. challenge. analogue stick. greatest joys. to find…
dream – a game truly worthy of the word “epic”.

Developer “The one that stands head


and shoulders above the rest
“My memories of seeing and
playing it for the first time still

Top Picks is Super Mario 64. It was


absolutely revolutionary,
getting so many things right
make me smile. The design
of it, the controls, the feel, the
characterisation of Mario, the
“My favourite is Super Mario on its first attempt and even accessibility, the wide appeal
64, although my kids at now, three generations later, are all things that stand out
that time were devoted to it’s still as playable as it was to me and make it such a fun
Pokémon Snap ” back then” game to play”
Trip Hawkins Steve Ellis Mark Edmonds
(Founder, EA and 3DO) (GoldenEye 007, Perfect Dark) (GoldenEye 007, Perfect Dark)

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READER
CHOICES’

“If this game was released in its


current form today it would still be just
as well received as it was on release
day, and that’s the biggest compliment
I can give it. I’m not sure you could say
the same about any other N64 game.
That’s not to say they’re bad – it’s just
that Mario is that good”
look at it sideways

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遠くの稀で、エキゾチックなゲームを愛する人々のため
G
FULL OF
EASTERN PROMISE

Sin & Punishment:


Successor of the Earth
IN THE KNOW Treasure only made two games for Nintendo’s 64-bit console, but each is worthy of a
place in your collection. Here, Darran Jones reveals why its hectic run-and-gun remains
one of the most astonishing games to come from the talented developer

» Publisher: esp
» Developer: treasure
» Released: 2000
» System: Nintendo 64
» Genre: run-and-gun
» Can’t Import? THen why not try: Panzer Dragon Zwei

While the original Panzer Dragoon


was a visual delight, Team
Andromeda really upped the ante
on its superb sequel. Like Sin &
Punishment, Panzer Dragoon Zwei
featured an incredible amount of » We were going to video record this stunning level for the coverdisc, then we realised we no longer made one. Doh!

メガ駆動機構
inventiveness, gorgeous visuals,
striking sound and terrifying end If there was Super Mario 64 may have been a three-
of level bosses. Best of all, it any justice left dimensional stroke of genius, and Link’s
shouldn’t cost you more than a in the world Coldplay would have never first 3D adventure rightly deserved every
tenner, so go look for it. been allowed near instruments, George accolade that was bestowed upon it, but in
Lucas would have been strung up for our minds Treasure’s magical opus is every
tinkering with his original Star Wars bit as important and deserves just as much
trilogy and Treasure’s utterly superb Sin praise as its better known peers – even if it is
& Punishment would be heralded as one just an on-rails shoot-’em-up.
of the greatest N64 games ever made. To say Sin & Punishment was an aesthetic
Playing Sin & Punishment for the first delight is an understatement of the highest
time is akin to witnessing a miracle unfolding degree; even today its jaw-dropping visuals
before your eyes. It’s like watching a child and pulsating soundtrack will leave you giddy
being born into the world – it’s a moment and make you wonder just how on earth
that will stay with you forever. Treasure actually managed to make the N64
Indeed, Sin & Punishment (or Tsumi To look just so damn good. Sure, the smear-o-
Interesting fact Batsu – Chikyuu No Keishousha to give it vision that all N64 games were unfortunately
While Sin & Punishment never received its full Japanese name) is an utterly superb prone to suffer from is still present and
a Western release, it is possible to play
it in full English providing you have the blaster, and some six years after its release correct, but even poor output can’t hide the
required plug-in that can be found at www. it remains within the upper echelons of N64 majesty of Treasure’s sumptuous shooter.
romhacking.net/trans/920.
hits and has become yet another feather in Wave Race may have boasted sublime
Treasure’s painfully overloaded cap. water physics that allowed you to practically

98 | N64 Book
Sin & Punishment: Successor of the earth

Games from thE east which never MADE it to UK soil

» One of the later stages sees you donning a huge suit and taking » When this girl gets bored off hurling soldiers at you’ll she’ll start
on one big-ass boss in the spectacular end of stage battle. flinging bloody great pieces of metal. Careful now.

feel every bump and swell, and Lylat at you will cause your jaw to drop. If Sin
Wars perfectly captured the atmosphere & Punishment can be summed up in one
of Lucas’ aforementioned space opera, stage though it has to be the gravity-defying
but nothing sung on the N64 like Sin & aircraft carrier level. Floating around on
Punishment. As it had done with Sega’s a huge piece of metal, your on-screen
Mega Drive and Saturn, Treasure (with a persona mows down wave after wave For all its graphical splendour, Sin & » She may not look all that
but wait until you see her
little help from Nintendo’s R&D) pushed after wave of enemies while the entire level Punishment’s gameplay, while simple, was in motion.
the N64 to its limits and delivered some of constantly spins and rotates around him; it’s no less impressive and made full use of the
the most astounding visuals to ever grace an absolutely stunning effect and will make N64’s ergonomically designed controller.
the machine. From the very moment your you question if you’re actually playing a N64 Aiming was handled via the analogue stick,
character races into the screen and starts game – it really is that good. Of course, all while the Z trigger was used to fire (or
destroying enemies with gay abandonment this technical wizardry came at a price, and doubled up as a handy sword if an enemy
the action doesn’t back down for a the only downside to Sin & Punishment strayed to close too you). Due to its on-rails
second. Sin & Punishment races along at a is that everything features a very low poly nature, character movement was handled by
blindingly smooth pace and never falters in count and can look rather basic. It was a the left and right C buttons, while a double
its efforts to amaze and astound. tricky choice that Treasure obviously had to tap of said buttons enabled you to execute a
Spectacular explosions fill the screen, make (detail over smoothness) but it made nifty roll – very handy for getting out of tight
impressive lighting effects showcase the right decision. And besides, there’s so situations. It was also possible to jump or
Treasure’s fantastic levels and stage design, many spectacular effects going on you won’t double jump and Treasure had also included
while the many bosses that are thrown really notice anyway. an option for either left or right-handed players
(very useful). The intuitive control system
enabled you to quickly grasp the controls
and simply get down to creating as much on-
screen carnage as possible. While Treasure
had included a reasonable plot and decent
voice acting (all in English) it was the inventive
gameplay, level design and subsequent replay
value that proved to be S&P’s real draw.
Despite its restrictiveness, Treasure’s game
gave you the impression of being far more
open than it was and variety was used to
ensure that you never got bored enough to
question the linear levels that you were racing
through. As a result boss encounters featured
heavily throughout Sin & Punishment’s
short running time (it can be bested in a few
hours) and each and every battle was a joy
to play, even if they did give a sly wink to
past Treasure titles. It didn’t matter though,
Treasure has invigorated Sin & Punishment
with the sort of instant accessibility that had
once been seen in the likes of Space Harrier
and After Burner and while the game itself
was far from original, it had been created with
such obvious excitement that you couldn’t G
help but fall in love with it. 17 years later and
» Weave your way through the bullets and fill that boss with hot plasma. the relationship is still going strong.

私を読み、私に書くことができ、私に知らせれば好みのゲームはある
N64 Book | 99
If you were betting on adventurers to defeat an evil witch, neither a lazy
bear nor a sarcastic bird would give particularly favourable odds. The
unlikely combination of the two, though? Easy money. Join Nick Thorpe
as he examines the career of two of Rare’s most beloved characters

W
hen we think of with a pirate crew led by Captain
console gaming in the Blackeye. The plan was to utilise the
late Nineties, there are same graphical approach as Donkey
certain memories that Kong Country, which had become a
always feature very prominently – smash hit largely due to its incredible
the dodgy commentary of football pre-rendered 3D visuals. However,
games, the rise of the 3D fighting technology was moving on and
game and the need to hunt down Nintendo’s next platform was on the
every last item in 3D platformers. way, so work transferred to the N64.
Make no mistake, the ‘collectathon’ This would allow the game to play
mascot platformer was one of gaming’s out in full 3D, but it was a move that » Visiting Bottles to learn new moves was vital to ensure
hottest sub-genres during the N64 years caused the team some issues. you’d explored every nook and cranny.
– and Banjo-Kazooie was the game that
started the trend. Riding high off the
success of the Donkey Kong Country
series and GoldenEye, Rare was one of
the world’s leading development
teams and perhaps the only
team capable of making
the unusual pairing of a
sarcastic bird with a lazy
bear work, thanks to its
trademark sense of humour.
With that in mind, it’s funny that
neither Banjo nor Kazooie originally
appeared in the plans for the game
they’d debut in, and it wasn’t originally a
mascot platformer at all.
It all started with a dream – or
more precisely Project Dream. Project
» Large structures like poor old
Dream was a SNES adventure game Clanker here were very impressive,
that featured a young boy named acting as distinct environments
within stages.
Edison, who would become involved

100 | n64 book


The History Of Banjo-Kazooie

n64 book | 101


» Reaching high vantage

Dynamic
points gave some impressive
views of Banjo-Kazooie’s
large stages.

Duos
Some of gaming’s other
great double acts
Popo and Nana
Debut: Ice Climber Year: 1985
■ Working together to climb the mountain
only works so well in Ice Climber, as
bonus stages for Popo and Nana turn
into competition. However, when they
decide to team up to fight everybody
else they’re an absolute
nightmare, as players of Super
Smash Bros Melee will tell you.

Bub and Bob


Debut: Bubble Bobble Year: 1986
■ They might not perform the fancy team-
up moves of other duos, but they make up
for it by being probably the cutest pair on the
list. They’re also incredibly prolific,
appearing across not only the
many Bubble Bobble games but
the Puzzle Bobble (or Bust-A-
Move) spin-off series as well. » The plot of Banjo-Tooie was noticeably darker than that » Grunty shows off her new skeletal look for Banjo-Tooie,
of the original, with Bottles being killed early on. acquired after being trapped under a boulder in Banjo-Kazooie.

Head and Heels


Debut: Head Over Heels Year: 1987
■ The dual heroes of this Eighties classic
were the perfect complement to one another,
with Head’s high jumps and enemy-stunning
attacks working extremely well alongside
Heels’ speed and ability to carry objects.
As you controlled both, making
use of their abilities was
essential to making progress.

Sonic and Tails


Debut: Sonic The Hedgehog 2
Year: 1992
■ Sonic’s vulpine mate wasn’t initially a
great help – an excellent invincible shield “Coming from developing Donkey slowly metamorphosed, first with the
when controlled by a second player in Kong Country, we’d been used to replacement of Edison as protagonist.
the main game, but a total liability in producing extremely high definition in “When we swapped in a bear we
the hands of the CPU during special our visuals,” explains Chris Sutherland, amended the speech for the bear
stages. In Sonic 3 Tails became rather credited as chief keyboard tapper on character – so originally he did speak
more useful, as he could carry Sonic Banjo-Kazooie. “With the N64, we real words, with ‘Guhuh’ noises too,”
while flying. initially wanted to render the 3D models’ explains Chris, who provided Banjo’s
geometry directly. Unfortunately the voice. Notably, Kazooie was absent
Chang and Choi reality of ‘Project Reality’ was that the at this point, leading to the early
Debut: The King Of Fighters ’94 kind of tech to handle the quality we characterisation seen in Diddy Kong
Year: 1994 wanted was still years away.” The team Racing. Banjo’s partner arrived as a
■ These perennial teammates are a criminal attempted an approach that combined justification for a design decision. By
duo, noted as much for their fearsome a 3D landscape with 2D sprites, but this point the game had transitioned
fighting skills as their comically contrasting camera freedom exposed problems with to being a more traditional 3D
sizes. Their crowning moment of the multi-layered sprites – as the view platformer, and the team had
cooperation came in Capcom Vs SNK shifted, overlapping sprites would swap wanted to give Banjo a double
2, in which they fight alongside one over one another. At the same time, the jump as a result. This was
another to take advantage of the Conker team had made great strides represented with wings
numbers game. Underhanded? with a fully 3D approach, and Project emerging from his backpack,
Of course – they’re Dream switched to match. but this looked odd on its
criminals. Of course, it wouldn’t be the only own, so Kazooie was created
change that was made. The game to make it make sense.

102 | n64 book


» Banjo-Tooie boasts some
of the most impressive stage
designs on the N64.

Our aims were generally to make


it bigger and better than the first in Jiggies And Jalopies
The racing cameos that have bookended Banjo’s career
terms of world size and variety
Chris Sutherland Banjo’s debut appearance wasn’t actually in his own game, but in Rare’s N64 racer
Diddy Kong Racing. Releasing over six months before Banjo-Kazooie, the game features
Despite its convoluted route to It’s arguable that if no sequel to a rather early version of Banjo, with some unusual characterisation. Although his
completion, Banjo-Kazooie became an Banjo-Kazooie had been planned, the trademark utterance “guhuh!” is present and correct, he speaks English normally when
instant classic upon its release in the game’s runaway success would have announcing his name. What’s more, Kazooie doesn’t accompany him, marking the only
summer of 1998. The game racked made one inevitable. However, Banjo- occasion in which one appeared in a game without the other. Another Banjo-Kazooie
up sales effortlessly and review scores Tooie was known to be on the cards as character does make an appearance, though – the turtle Tiptup, who would later make
were high all round, with many critics the title was mentioned at the close of an appearance as the choir conductor in Bubblegloop Swamp. Also making his debut
at the time declaring that the game had the first game. “Our aims were generally was Conker, who arrived with a rather sweeter demeanour than the foulmouthed
surpassed Nintendo’s classic Super to make it bigger and better than the squirrel we saw in Bad Fur Day. Like Banjo, he was introduced to build familiarity with
Mario 64. It undeniably held the edge first,” Chris explains, “both in terms of players prior to the release of his own game.
in some respects – the rich texturing the world size and also the variety – by At the other end of Banjo’s career, we have Banjo and Kazooie making a cameo
of Banjo-Kazooie’s worlds made it one having the main characters split up and appearance in Sonic & Sega All-Stars Racing. Sega had been speaking with platform
of the best-looking games to have also by adding multiplayer play.” With holders about exclusive content for individual versions, but in the end only Microsoft
been released on the N64, and the the collectathon platforming of the came through, securing Rare’s characters a spot in the Xbox 360 version. The two
game’s dual protagonists and humorous original proving so popular, the decision actually made for a more sensible fit than many of
writing gave it a much greater sense to go with an improved version of the Sega’s own inclusions – after all, Nuts & Bolts was
of character. If there was one criticism first game made a lot of sense. a vehicle-based game. While they didn’t receive
that could be aimed at Banjo-Kazooie, it Having failed in her attempt to steal their own tracks or music, they did have a unique
was one that was common to many 3D the good looks of Banjo’s sister Tooty special attack. Kazooie would point Mumbo’s magic
games of the time – the camera could in the first game, the series’ antagonist wrench skyward, resulting in a rain of giant jiggies
be a little wayward, not always being as Gruntilda was out for revenge. Two which would batter Sega’s racers.
helpful as it could be. years spent trapped under a boulder

n64 book | 103


Collection Capers
The Banjo-Kazooie games are renowned for their collectables – just how many are there?

900 160 5230


Notes
Note
NESTS
each containing 5 notes, used
to learn new moves
Notes buy
used to
items

10 Treble
131
used to access doors
in Grunty’s Lair
Clefs

100
each containing
20 notes
Jiggies
Jiggies

92
used to access
new stages used to access

100
new stages
45 Jinjos used to
gain Jiggies

18 TT
90
Mumbo
Tokens Glowbos Trophies
used to activate used to get
used to activate Mumbo’s magic Jiggies
Mumbo’s magic

Jiggies
used to access
new stages
45 Jinjos used to
gain Jiggies

24 Honeycomb
Honeycomb
24 pieces gain extra
pieces gain extra
hit points
hit points Plus…
• Red feathers • Golden feathers
Plus… • Blue eggs • Fire eggs • Ice eggs
• Blue eggs • Red feathers • Clockwork Kazooie eggs
• Golden feathers • Grenade eggs

104 | n64 book


The History Of Banjo-Kazooie

» Standard Banjo-Kazooie elements such as boss battles » New mini-games included sheep dipping and this slide
remained present in Grunty’s Revenge. game, in which you collect eggs.

reduced her to a skeletal form, and be more of a challenge due to the ability
she was out to restore her body by to direct it into other areas of the world
sucking the life from other creatures. like any other playable character and
Banjo and Kazooie once again set out to trigger other events, sometimes in the
stop her, but not before she manages originating area. This meant there was
to kill Bottles. Luckily they retain all of always a good source of bugs, some of
the moves they were taught in the which we didn’t spot and crept into the
first game, and gain new abilities in the final game.”
» The early development of Banjo-Pilot took place with alternate branding as Diddy Kong Pilot.
second including the ability to split up. Banjo-Tooie launched late in 2000,

W
to a response almost as enthusiastic as the end of its life – any sequel was going experience to the home console games,
ith Banjo-Kazooie that which had greeted its predecessor. to have to come on a new machine. with large open areas, moves to be
having already been Millions of sales were achieved, and At the time, it was easy to assume learned including Kazooie’s ability to fly,
an impressive N64 critical response was again universally that the new machine would be and lots of items to collect. The sale of
game, the team faced positive. The game’s larger areas and Nintendo’s GameCube. However, this Rare put the game’s future in doubt,
challenges in creating the bigger, improved visuals were lauded, but would not come to pass as Nintendo but Microsoft allowed the project to
better experience they had envisioned. both came at a cost. Some design sold Rare to Microsoft in 2002 – but continue as the Game Boy Advance was
“The Banjo-Tooie engine had to cope improvements made things slightly more not before Rare had started a variety of not competing against any Microsoft
with much larger worlds, so we had manageable, such as non-respawning Game Boy Advance projects, two of products – however, a publisher would
to juggle what was in and out of notes, but it was simply much harder which were Banjo games. The years have to be found. THQ picked the game
memory as the player moved around to keep track of what was going on in that followed were rather difficult for up in 2003, and subsequent interviews
the level,” explains Chris. The addition the wider world of Banjo-Tooie due to the bird and bear, as neither of the with Rare explained that
of multiplayer also required a lot of the frequent need to backtrack. Also, Game Boy Advance titles lived up to the the original “sprawling,
reworking, as the original code assumed while the visuals were some of the most standard of the N64 adventures. The unwieldy” maps had
that the entire game was single-player. detailed to have been seen on the N64, first of these was an isometric adventure been refined. However,
But surprisingly, one of the game’s the system often dropped frames as it set between the first two games, Banjo- comments made by a
new collectables proved to be one of struggled to cope with them. Despite Kazooie: Grunty’s Revenge. former Rare programmer
the most problematic inclusions: “The the promise of a Banjo-Threeie at the Upon its mid-2001 unveiling Grunty’s since suggest that the
Clockwork Kazooie bomb turned out to end of the game, the system was near Revenge looked to be targeting a similar problem was one

» Though the Game Boy


Advance couldn’t handle large
3D environments, the isometric
perspective simulated them well.

n64 book | 105


of cartridge capacity – stages and » (Above)Time Trial races in Nuts & Bolts awarded
trophies, which in turn awarded jiggies.
features needed to be cut to stay within » (Right) Nuts & Bolts finally introduced the Stop ‘n’ Swop
the size limit, dropping the game from feature first promised in the original game.
a planned nine stages to six, including
the Spiral Mountain hub world. One
of the features cut was flight, which
simply wasn’t working well with the
3D collision engine that was introduced
during the game’s publisher-less year.

B
anjo-Kazooie: Grunty’s
Revenge was released
in the autumn of 2003 to
a mixed response, with
reviews ranging from highly desirable
90% scores to a rather damning 4/10.
The majority of critics agreed that the
main adventure was of a high quality,
singling out the gameplay for praise.
However the cutbacks had clearly away when Rare was sold to Microsoft. landscapes. While tracks were short,
taken their toll, as the most common As well as suffering from the same need they were impressive for the hardware.
complaint was that the game was to find a publisher that delayed Grunty’s By the spring of 2004, Banjo-Pilot was
entirely too short, ending just as it Revenge, the team now needed to shown off in screenshots for the first
seemed to be getting going. perform a visual overhaul to remove time in a couple of years, sporting its
The next game, Banjo-Pilot, was Nintendo’s characters. Luckily, Rare had new engine and looking very nice.
actually revealed to the world a mascot character ready to climb into However, this version of the game was
shortly before Grunty’s the cockpit – Banjo would have quietly cancelled later in the year, with
Revenge, but would emerge his own racing spin-off. speculation suggesting that the game
much later due to a rather But first, the disappointing didn’t run quickly enough under the
tortured development. Originally aspects of Diddy Kong Pilot new engine.
announced in May 2001 as Diddy needed to be corrected. Rare chose Having entered development around
Kong Pilot, the game was an aerial racer to go down a new route, resulting in the time of the Game Boy Advance
with a Mode 7-style floor effect and tilt a total overhaul of the game. The big launch, Banjo-Pilot finally arrived in
controls for steering. Unfortunately, the problem with Diddy Kong Pilot’s flat January 2005, by which point the
game wasn’t progressing tremendously landscapes was that they didn’t make console had already been superseded
well and missed its scheduled early a whole lot of sense in a game about by the Nintendo DS. Returning to the
2002 release date. But any hope of flight, a glaring flaw that the game’s flat tracks of the original Diddy Kong
fixing it as a Diddy Kong game flew new engine corrected with 3D voxel Pilot design, the game was a solid

106 | n64 book


The History Of Banjo-Kazooie

items is less relevant, but obviously


the more items you need to collect the
harder it is to keep the player feeling
enthused.” Ultimately, only jiggies and
notes remained from the classic Banjo-
Kazooie games, with new time trial
trophies adding a third level.
As you might expect, long-term
fans of the series gave Banjo-Kazooie:
Nuts & Bolts a rough ride. The visual
changes were poorly received, but it
was the radical gameplay changes that
really provoked online anger, with a
vocal minority claiming that the game
was a monstrosity that had ruined
the series. However, the reception
from those less heavily invested in the
» While very little traditional platforming was found in
idea of a new platformer was actually
Nuts & Bolts, a little bit still remained. rather good. The game was praised
for its long-term value, with the vehicle

Some people want to be ‘100


building aspect of the game greeted

Silicon percenters’ and so you want to give


enthusiastically by reviewers. However,
some concerns were raised with loose

Sniggers
handling. Structurally, the missions

them that challenge


came in for criticism for being repetitive,
and the game’s interfaces and tutorials
How the N64’s Chris Sutherland were considered somewhat obtrusive
development hardware and not quite up to scratch. Despite
kept Rare laughing but unremarkable kart-style racer, approach in any manner thanks to highly the criticisms, the reception was good
differentiated mostly by the floaty customisable vehicles. and exceeded that of the Game Boy
physics of its vehicles. A lukewarm Perhaps influenced by recent Advance games.
critical reception followed as a result, assessments of collectathon Though Nuts & Bolts was the last
marking a rather underwhelming platformers which tended to be heavily game to star Banjo and Kazooie, they’ve
farewell to Nintendo hardware. critical, the Nuts & Bolts team rather been sighted in a couple of cameo

D
reduced the number of collectables appearances since, joining the cast of
espite Rare’s acquisition in the game. The story also took a Sonic & Sega All-Stars Racing on the
by Microsoft, Banjo and critical approach to the item-gathering Xbox 360 and acting as a player skin in
Kazooie took a long time gameplay of the Nintendo 64 Minecraft: Xbox 360 Edition. In spite of
to reach the Xbox family, games, lampooning it with typical their relatively quiet spell, the enduring
With the Banjo-Kazooie series being completely missing the big black box self-deprecating humour. While Chris popularity of the characters means
well-known for its sense of humour, and finally appearing on the Xbox 360. didn’t work on Banjo-Kazooie: Nuts that we’d never be surprised to see
you might imagine that the development But when they finally made the jump, & Bolts (save to provide the voices them return. Truly beloved mascots are
team at Rare would have an established it’s safe to say that the game was not for the characters), the balance of hard to come by in videogames, and
comedy dynamic behind the scenes what many fans had expected. The first collectables is a design point that he the excellence often displayed in the
– and you wouldn’t be wrong. “The teaser video revealed that the game was is keen to talk about. “Some people Banjo-Kazooie games serves to solidify
N64 titles were developed on Silicon not to be Banjo-Threeie in the traditional want to be ‘100 percenters’ and so you the appeal of the unusual pairing. So
Graphics Indy workstations,” Chris style – Banjo and Kazooie had received want to give them that challenge,” he while there are no plans for the duo on
explains. “The way those operated, you makeovers, sporting a chunkier look explains. “Ideally as long as a game the horizon, don’t be too surprised if you
could silently log into anyone else’s than on the N64. However, it was the can make the player want to collect the hear the “guhuh!” that has become
machine without them knowing, but you reveal that delivered the biggest surprise. needed items without it feeling like a symbolic of the series emerging from an
still had access to the hardware. That Collectables were out, the old moves list of chores, then the numbers of the Xbox console in the near future.
meant you could grab a screenshot of were out, and even platforming was
someone’s desktop, or even from their given the boot. Banjo-Kazooie: Nuts &
webcam if they had one switched on – Bolts would be a vehicular action game.
seems kind of crazy nowadays, I know!” Grunty, now reduced to a skeletal
It does, but we can only briefly head, was out for revenge against Banjo
imagine our own applications for this and Kazooie. The heroic pair had rather
prankster’s heaven before Chris reveals let themselves go though, having spent
how Rare’s staff took advantage of it. the last eight years doing anything other
“During development, when you least than adventuring. They’re sent to finally
expected it, someone would log in and settle their differences by the Lord Of
play some comedy sound files on your Games, a creator of games who decrees
machine, to your surprise and others’ that they will compete for control of
amusement – ah, see what fun we’re Spiral Mountain, with the losing team
missing now with internet security!” We forced to work in his game factory. From
can only hope that the occasional Kazooie there Banjo and Kazooie need to obtain
“bree!” sound was thrown in… jiggies from vehicle-based challenges,
which they have the freedom to
» While it’s highly unlikely that we’ll see another Banjo-Kazooie any time soon, its spirit
lives on in the form of Playtonic’s Yooka-Laylee.

n64 book | 107


Wave Race 64
It’s all about the physics
» Nintendo 64 » Nintendo » 1996 on one track would have to be handled completely
» RETRO REVIVAL

Before I played Wave Race 64 differently on a second or third lap and you’d instead
my only experience with jetbikes in find yourself looking for the swells and rises that would
videogames was Jetbike Simulator. I help shave precious seconds off your time. Eagle eyes
loved that game by the Oliver twins, were a necessity in Wave Race 64 and the impressive
even if it was several pounds more and amazingly realistic physics meant that you could
expensive than their previous games. Wave Race 64 soon tell from an incoming wave where you needed to
was something else entirely, and while there have be in order to get the best lap times.
been many… alright, a few decent stabs at the genre Despite its realistic water physics, Wave Race
since its release in 1996, nothing has ever come close 64 was still very much an arcade game, and not
to the brilliance of Nintendo’s original game. a simulator; allowing you to race side by side with
Looking back I think the main reason for this is inquisitive dolphins and pull off gravity-defying stunts.
that the physics really appeared to make an impact Of course, showboating was all well and good but
on the game, and more importantly, the way you you had to be mindful that your crazy stunts wouldn’t
approached the game. Sure, later releases like Carve hamper your all-important lap time. It gave Wave Race
and Splashdown, and even Nintendo’s own Wave 64 a nice feeling or risk verses reward that it never
Race Blue Storm had far prettier visuals and more quite managed to pull off on the GameCube.
impressive physics, but they never really impacted on All in all, this was a complete gem for Nintendo’s
the player in the same way. 64-bit console, and quite the step up from the top-
In a normal racing game you simply try and learn the down shenanigans found in Jetbike Simulator on the
best racing line to be found on each corner, but that Amstrad CPC. I still love both games, though Wave
never held true with Wave Race 64. A simple corner Race 64 just pips Jetbike Simulator at the post.

108 | N64 Book


N64 Book | 109
As the original Turok: Dinosaur Hunter approaches its twentieth
anniversary, Martyn Carroll returns to the Lost Land to reveal
why the game was more than just ‘Doom with Dinosaurs’

110 | n64 book


ultimate guide: Turok: Dinosaur Hunter

» The automatic shotgun in action, probably the best


all-round weapon in the game.

The game came along at just


the right time, at the beginning of
the console’s life

T
urok means different things to different Yet for Nintendo fans, and owners of the Nintendo
people. For fans of comic books it’s 64 in particular, Turok was something much more.
a slightly obscure series that’s been The core series of 3D shooters was multiformat, but
running intermittently for more than the first four titles were N64 console exclusives and
60 years, where Turok is a Native American man as such the series is indelibly linked to the Nintendo
battling prehistoric creatures that have slipped machine. Crucially, the first game came along at
through the cracks of time. For gamers it’s a series just the right time, at the beginning of the console’s
of popular videogames loosely based on the comic, life when there was a dearth of software available,
published between 1997 and 2008, primarily by Acclaim decent or otherwise. In Acclaim’s native US the game
Entertainment. For gaming historians it’s the hit series was due to launch alongside the N64 in September
that gave Acclaim a much needed financial boost 1996, but was delayed until January and then slipped
when it was struggling following a period of expansion further to March, giving N64 owners an anxious
and diversification in the mid-Nineties (which included wait for the system’s only out-and-out shooter. It
buying up Valiant Comics, the publisher of Turok). released in Europe at the same time, which due to
the staggered roll-out of the N64 meant that it arrived
just days after the console and its three launch games
– the classic Super Mario 64, the very good Pilotwings
64 and the so-so Star Wars: Shadows of the Empire.
In both regions, Turok was the perfect addition to
the line-up. Technically it was very impressive, with
the FPS gameplay showcasing the 3D potential of
the new system. The depth of view was limited,
obscured by the infamous ‘fog’ that enveloped
Turok’s world, but it was less jarring than sudden
pop-up and it enabled the game to present big open
spaces. Not only did Turok demonstrate the visual
prowess of the N64 (and if you’d just paid a premium
to own “The fastest move powerful games console
» Explosive arrowheads give the bow a whole new level
of effectiveness. on Earth” then you sure as hell wanted games to

n64 book | 111


DEVELOPER
» The platforming sections of Turok do let it down somewhat. Time
a jump wrongly and you’ll plummet to your death..

Q&A
Nigel Cook, creative director at Iguana
Entertainment, looks back at the
development of the original Turok
How did you get involved with Turok?
Iguana Entertainment was bought by Acclaim along
with other acquisitions including a small Manhattan
comic company called Valiant Comics. The goal was to
develop a game based on one of the comic universes
that would utilise our proprietary N64 tools and tech.
The Turok comic introduced a Native American warrior
trapped in a lost valley fighting off dinosaurs. We knew
instantly this was the one to develop.

We’ve heard that people were “blown away” by the


early demos...
The team knew we had something special during early
prototyping. I recall everyone’s reactions when they
moved through the jungle, toting a bow and arrow,
feeling like a hunter, then from out of the mist an
axe-wielding warrior darted towards them! Everyone

Turok was a violent


loved it.

game with plenty of the


Whose idea was the hub system?
Producer David Dienstbier was a creative force on

red stuff on show


the game. He invented the hub system to have a meta
game mechanic that bound all the locations together
for a big build-up to the end of the game.

The graphics were praised but not the fogging. justify that purchase), but it also proved that third-
Were you aware of this during development? parties could exploit the power of the new console as
Fogging was discussed more times during developing ably as Nintendo.

A
than any other content. Due to technical restrictions
we had to balance the amount of on-screen geometry nother crucial element was the game’s
versus distance. We felt that fog within a jungle gore score. It seems laughably tame
environment could be a misty atmosphere and allow these days but Turok was a violent game
us to focus more graphical detail in the vicinity of the with plenty of the red stuff on show.
player. In the end it was an off-putting graphical feature Nintendo was obviously keen to close the door on
for many players. Everyone wished it could have been the SNES era where it regularly censored ‘unsuitable’
pushed back more. content in certain regions. Acclaim had experienced
Nintendo’s meddling previously – witness the
Was there anything that disappointed you about bloodless version of Mortal Kombat for the SNES –
» Swimming is great fun – until you meet amphibious enemies and
the game? but with Turok there was no intervention from the find that you can only use your knife underwater.
The fog of course and some players had a difficult time platform holder. Accordingly, the game was rated
in the platform jumping areas. I wish we could have ‘Mature’ in the US and received a ‘15’ rating in the UK and Resident Evil readily available for the PlayStation
removed some of them and made them easier. (the blood was removed from the German version and Saturn it was important that the N64 wasn’t
but that was down to the authorities and had nothing viewed as the ‘kiddie’ console, and Turok helped
Why was it only released on the N64 (and PC)? to do with Nintendo). With bloody games like Loaded greatly in that respect.
Were there plans to release it on other platforms? But here was more to the game than snazzy
Iguana had prior successful titles on Nintendo visuals and splashy violence. It wasn’t a straight-up
platforms. The PC version was a conversion and we corridor shooter either. Turok was an action adventure
had no plans to develop on other platforms for a title where the emphasis was on exploration, and that
simultaneous release. The team was a minuscule 18 involved running, jumping, climbing and swimming.
people who focused all of their talents towards N64 Hidden within each vast level were keys which
console games of that era. unlocked further levels and some keys were easily
missed so you really had to search. You faced many
What do you think about Turok making a comeback deadly foes, yes, and there was an arsenal of over-
with the recent remastered version? the-top weapons with which to kill them, but finding
It’s wonderful to see the resurgence and interest in the keys was the main objective. And this task was
the Turok universe. I am very excited to see the path it largely entertaining, spoilt only by too many tricky
takes in the future. I think it’s time to make dinosaurs platforming sections where one misplaced jump
extinct again. » Enemies don’t look too great close up, but when animated in
often led to instant death and a trip back to the last
game they’re pretty effective. checkpoint (of which there were far too few).

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ultimate guide: Turok: Dinosaur Hunter

PERFECT POLYGONS
The enemies and creatures that feature on Turok’s kill-list

giant
beetle
giant
dragonfly killer plant

alien
infantry

sludge beast demon

cyborg
leaper
ancient
warrior
demon lord

Dimetrodon

raptor

High Priest Raptor Mech

Poacher

Purlin
Campaigner’s
Soldier

Attack Robot triceratops

Campaigner’s
Sergeant

n64 book | 113


PLAYING
Something the game did very well was creating
an immersive atmosphere. A nearby roar or screech
would see you backing nervously out of area, weapon

TIPS brandished. And the fogging, which was a technical


limitation, served to heighten tension as enemies
often emerged from the fog and surprised you.
How to become history’s greatest Perhaps it was dense jungle mist all along.
Dinosaur Hunter

O
n release Turok was a critical hit in
many countries, receiving strong
reviews from many publications.
The UK’s Nintendo Magazine raved
over it, calling it “a remarkable achievement” and
claiming that it was better than Quake. That was
hardly surprising coming from the official Nintendo » You can’t miss the first level key. Unfortunately, the later ones are
mag, yet Turok and the seminal Super Mario 64 both not so easily found…
received the exact same score in the March 1997
issue – 95%. “At the moment this is the other main game. You’ve finally got a second reason to buy that
FOLLOW THE FORCE reason, aside from Mario, to get an N64,” the review Nintendo 64”.
■ When you get lost look for the yellow life force triangles concluded. C&VG also drew favourable comparisons Whether Turok was a system seller is difficult to
as these will show you the direction to head. As an added to the Mario game in its 5/5 review, calling Turok “a say, but the game itself certainly sold well, shifting
bonus, scoop up 100 and you’ll earn yourself an extra life. completely engrossing and challenging 3D action a reported 1.5 million copies. It may have sold
even more had Acclaim not blatantly tried to exploit
CLIMB THE VINES the N64’s scant software line-up by ramping up
■ Pickups and sometimes keys are hidden high up, so look game’s price – its RRP was a hefty £70 in the UK,
out for climbable walls. Even if you can’t see vines, if a wall which was £10 more than Super Mario 64 and £15
looks a slightly different colour you may be able to scale it. more than most other third-party releases. It soon
dropped to £40 which was a far more suitable price.
CONSERVE AMMO Cannily, Acclaim licensed a whole bunch of Turok
■ Save your arrows and bullets by using your knife to merchandise, with the usual action figures, clothing
dispatch dragonflies and beetles. If you’re quick you can lines and tie-in novels appearing. The game was also
use the knife to defeat poachers and even small leapers. converted to the PC in late 1997 and a 2D Game Boy
offshoot (brilliantly subtitled Battle Of The Bionosaurs)
GET GAME was also released.
■ This is not a conservation exercise. Kill the deer and Sequels followed like that flock of Gallimimus in
boars to receive items. Hitting them with the shotgun Jurassic Park. Turok 2 arrived in 1998, introducing a
rewards the biggest bonus. deathmatch mode that was a necessity following the
» Yeah Tomb Raider also had a T-Rex, but did that one spit fire and
shoot lasers from its head? success of Rare’s Goldeneye. Multiplayer spin-off
CHECK THE MAP
■ The automap is one of the game’s most useful features.
It’s great for uncovering secret areas and helpful when
performing jumps as you can see where platforms are. TUROK SEQUELS
Turok was not about to slip quietly into the night after his first quest...
START A FIGHT
■ Enemies of different species will fight each other, saving
you effort and ammo. Try luring raptors in the direction of
a purlin then slip away quietly when it all kicks off!

CONSTRUCT THE CHRONOSCEPTER Turok 2: Seeds of Evil Turok: Rage Wars


■ Collecting the eight pieces of the Chronoscepter n64 1998 n64 1999
supergun is not compulsory, yet it’s almost impossible to ■ The sequel didn’t so much reheat the original as serve up an ■ The second game’s multiplayer modes were popular enough to
beat the final boss (the Campaigner) without it. extra-large second helping. There were new weapons with more convince Acclaim to put out this stop-gap release that ditched the
exaggerated (and gory) effects, larger levels with more variation single-player game entirely (well you could battle against bots on
CHEATS ALWAYS PROSPER in design and appearance, and additional enemies with greater your own but there was barely any fun in that). This was designed
■ Turok is a tough game, so if you can’t beat it, cheat it. intelligence, leading to some entertaining skirmishes. The visuals for competitive play between two-to-four players, and while it
The cheat code NTHGTHDGDCRTDTRK it unlocks every were also refined, particularly if you plugged in the resolution- definitely improved on the multiplayer offering from Turok 2, it
weapon and key plus unlimited health and ammo. boosting Expansion Pak (although this could affect the framerate wasn’t enough to carry a full game. Still, if you had three mates and
during hectic moments). four pads…

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ultimate guide: Turok: Dinosaur Hunter

TUROK: SON
» The final battle with the Campaigner boss. Without
the Chronoscepter you’d be history.

OF STONE
Flicking through the pages of Turok’s
comic book past
Turok is nowhere near as well-known as comic book
creations such as Spider-Man, Iron Man and The
Incredible Hulk, but he actually predates them and
many of their ilk, having made his first appearance in
1954. The original comics were created by Western
Publishing and titled Turok: Son Of Stone. They follow
Native American Turok and his brother Andar as they
try and escape from the “Lost Valley”, a timeless zone
where dinosaurs roam.
The original series ended in 1982 but was resurrected
ten years later by Valiant Comics who introduced
the Dinosaur Hunter title which the videogame
would later adopt. The new series also changed the
premise so that Turok battles both ancient creatures
and futuristic foes including aliens and ‘intelligent’
mechanised dinos. Following Acclaim’s acquisition
of Valiant in 1994 and the
release of the N64 game in
Rage Wars followed in 1999 and Turok 3 the year 1997, a new series of comics
after. Two further multiformat games were released arrived to capitalise on the
in 2002 and 2008 (the latter published by Disney character’s videogame
Interactive following Acclaim’s eventual collapse in exploits. Despite the
2004). Each sequel strayed further and further from collapse of Acclaim in 2004,
the primitive storyline and setting of the original, and Turok has lived on as a
it’s probably fair to say that they lost the sense of comic book character,
wonder and fun somewhere along the way. appearing in a number
In 2015 the original game was remastered and of new serials. His most
released for PC and Mac by Night Dive Studios. recent appearance was in
Playing the N64 game using an emulator is a claw- Gold Key Alliance, a five-
handed nightmare so if you don’t have access to the issue series published by
original, this update is the ideal way to revisit Turok Dynamite Entertainment
and discover why the game means so much to those in 2016.
» Compare the UK version with the censored German release, which replaced
early N64 adopters. humans with robots and removed all traces of blood.

Turok 3: Shadows of Oblivion Turok Evolution Turok


n64 2000 GameCube, xbox, PS2 2002 xbox 360, ps3, pc 2008
■ The third game proper arrived late in the N64’s life and was ■ The series returned after a short hiatus but it was now no longer ■ The sixth (and to date final) game in the series was the first
largely overlooked, which was a shame as it fixed some of the key a Nintendo console exclusive, appearing on the GameCube, Xbox not to be developed by Acclaim. The title suggested a reboot but
issues with the first two games (chiefly the painful save system and and PS2 (plus the PC as usual). Despite the title, the game had one this was very much a continuation of the series, and some of the
the lack of clear objectives). It was also the most eccentric of the foot stuck in the past, being more or less an update of the popular problems that plagued the earlier games (poor checkpointing
three, featuring some truly odd creatures and outlandish bosses. Turok 2. Hyped additions like the flying missions were dashed and vague signposting) returned with a vengeance. It did feature
The graphics and animation were further improved, but once again by poor controls, and the whole game looked pretty ordinary some enjoyable stealth elements (something the series had only
this played havoc with the framerate, draining some of the fun from when stacked up against other console FPS titles like Halo and dabbled with previously) but overall that was another average and
the game in the process. Timesplitters 2. indistinct FPS.

n64 book | 115


BIO
After creating a reputation for phenomenal
technical prowess on the 16-bit formats, the
ex-Konami coders at Treasure spent much
of the late Nineties bucking the trends of the
day by producing predominantly 2D games.
This approach carried over to the company’s
debut on Nintendo hardware, with Mischief
Makers’ prerendered sprites being the only
concession to modernity. The action platform
gameplay revolves around the ability to grab
many of the things you can see in order to
shake, throw and otherwise manipulate them.
A mixed critical reception ensured that even
by Treasure’s standards, Mischief Makers
achieved only cult popularity.

CLASSIC MOMENTS

Mischief Makers
M
» Platform: Nintendo 64 » Developer: Treasure » Released: 1997

aybe it was just that Mischief Makers wasn’t given a


high profile, maybe it was that you were expecting
more Saturn games after Guardian Heroes, but for some
reason the fact that Treasure was making a N64 game
completely passed you by. Still, you couldn’t wait – you’d seen what
the Japanese coding maestro had done with lesser formats, and
bought the game blind just to see what they could do with the
fastest, most powerful games console in the world.
You might have been expecting a dazzling 3D showcase, but by
the time you encountered bosses in stage two, that didn’t matter
– you were in love with 2D games all over again, and convinced
that we might have actually moved on too soon. This monstrous
firebreathing creature was made of multiple smoothly rotating
parts, with more detail and finer colours than you’d ever seen
before. Every time you sent its fist reeling back into its own face,
the priceless expression confirmed that Treasure could do what it
liked and still be ahead of the pack.
MORE classic MISCHIEF MAKERS MOMENTS
Character Building An Extra Dimension
A collection of small things While Mischief Makers is
that builds into one big thing is technically a 2D platform
Mischief Makers’ approach to game, it does employ 3D
characterisation. From Marina’s elements from time to time
utterances of, “Shake, shake,” when something exciting is
to the ridiculous pomposity needed – and what could
with which the various power-up diamonds are introduced, be more exciting than the tenth stage, which tasks you
there’s a sense of humour that is present without being forced with surviving a volcano that spits red-hot death at you in
into regular play. This approach clearly marks Mischief Makers as conveniently timed chunks? You’ll need to make good use of
a game that could only have come from Treasure. your dash controls to make it past this.

Amuse Yourself Blowing Stuff Up


3D platform games commonly This is a common feature
offer the player the ability in Treasure games, we
to simply have fun with the know, but the spectacular
character’s abilities, usually explosions in Mischief Makers
as part of a hub world or are extremely satisfying to be
something similar, but it’s quite a part of. We often wonder
rare in 2D games – and that’s why we love the amusement park whether we’re secretly pyromaniacs deep down inside, but
section of Mischief Makers. You can zoom around on a track, then decide that it’s just that Treasure’s explosions are very
perform long jumps, spring off of things and generally spend time good, and that’s the story we’ll unwaveringly stick to when the
acclimatising to the controls while enjoying yourself. judge asks us, too.
Excitebike 64
The Nintendo 64 saw many of the Japanese giant’s classic
games revisited, and Excitebike was no exception. Released
towards the end of the its commercial life, it proved the
console still had plenty to give. Graeme Mason talked to
some of the team behind Excitebike 64

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The Making of: Excitebike 64

money. “I’d met Jim Simmons, who wrote the original


John Madden game for EA Sports. I’d done quite nicely
out of my boxing game royalties, but Jim was making
a lot more by working for himself, and his games were
franchises, where instead of starting from scratch, he just
tweaked the AI and graphics every year.”
After talking to his artist, Jeff Godfrey, Mike decided to
leave Malibu, start his own company, and work on securing
a major licence from Sega Sports. “Unfortunately they
[Sega Sports] weren’t keen on entrusting a big licence
sports game to a start-up,” says Mike, “so we ended up
working on Slam ‘n’ Jam Basketball for Crystal Dynamics.”
To reflect its sporting origins, Mike named the new
company Left Field Productions and began hiring, including
fellow Brit and 3D programmer Ben Stragnell.
“We’d just shipped NBA Courtside for Nintendo,” begins
Ben, “and were in discussions regarding what our next
title should be. We pitched a few ideas, all of which were
at least somehow sports-themed as that had been our
speciality to date.” One of the ideas that was floated about
was a motocross game, thanks to some of Left Field’s
producers being particularly into the sport. “That idea won
out and I was very happy because it was a nice departure
from the team-based sports titles that Left Field had
focused on to date.”
While the team were busy prototyping ideas and
By 2000, the Nintendo 64 looked like a console from working out the game mechanics, the idea of making a true
a different era. The PlayStation had debuted five sequel to the NES game arose. Nintendo’s producer, Henry
years earlier, and Sega had released the Dreamcast Sterchi, takes up the story. “Excitebike 64 started out as
just a year earlier. The European and American release a more traditional motocross game to prove out the core
of the PlayStation 2 was just around the corner, and all engine, handling and basic play. The handling was physics-
these systems embraced the new CD storage medium in driven and realistic, but I wouldn’t have called it a technical
contrast to Nintendo’s steadfast belief in the longevity of simulation. We did try some real-time track deformation
IN THE the cartridge. Yet the Nintendo 64 was far from short of
classic games, many of them updates of famous Nintendo
such as tyre ruts, but it was abandoned because it wasn’t
that fun and quite a technical drain.”
KNOW IP such as Zelda and Mario. The original Excitebike, first
» Publisher: Nintendo released on the Famicom in 1984, was a popular title, yet
» Developer:
Left Field Productions
one that strangely failed to make an appearance on its
follow-up, the Super Famicom (SNES). By the end of the
Excitebike 64 started
» Released: 2000
» Platform:
century, it didn’t look like it was going to make it onto the
Nintendo 64 either.
out as a more traditional
Nintendo 64
» Genre: Racing
Left Field Productions had been co-started by British
veteran coder Mike Lamb in 1994. Having had a successful
motocross game
career in the UK for Ocean Software, Mike moved to
American in 1991. “I’d always wanted to go to America When Henry judged the time was right, the game was
after having seen The Rockford Files as a kid,” he explains presented to Nintendo and a true sequel to Excitebike
with a grin. “Then, when Malibu games advertised for a proposed. “We’d already discussed and prototyped
coder, I applied, and got the job.” Once installed at the the thing we wanted around the turbo mechanic and
West Coast developer, Mike found himself involved its track designs in order for it to be an authentic Excitebike
boxing games, specifically Evander Holyfield Boxing. The experience,” continues Henry, “so it was always the hope
success of that game persuaded Mike to take a liking to that they’d go for it and if it didn’t work out, it was ready to
the sport, and a realisation that if he wanted the freedom stand on its own as a more traditional motocross racer.”
to work on the projects he really wanted to, he needed Fittingly, while Ben and Mike both missed the original
to start his own company. Another deciding factor was Excitebike first time around, Henry Sterchi was a big fan
of the game. “I lived in New York at the time of the NES
release, which was one of the first test markets,” he
recalls. “I got the little brochure with my NES and must
have looked at that single screenshot of Excitebike nearly
every day until I could save up enough money to get it.”
Despite loving the game, Henry was to be disappointed
by the non-working track editor of the US version. “It was
a feature of the Famicom disc version that got pulled; but
actually it looked like it worked but just hung there. But
overall, Excitebike was one of the inspirations that started
me on my journey of wanting to make video games
myself.” Having worked with Left Field on its two NBA
» Mike Lamb » Ben Stragnell » Henry Sterchi Courtside games, Henry also shared the love of motocross.

N64 Book | 119


“We had a bunch of enthusiasts at Left Field and they
all gave us feedback,” recalls Mike Lamb, “I had a bike

Sounding Out
myself from the age of 16 to 25, but they tend to work
better on flat ground for me!”
With Nintendo already a stake-holder in Left Field,

Excitebike 64 fully-fledged development of Excitebike 64 began, and


thoughts turned to how to make the game faithful to
the original in some ways, yet entirely new and fresh in
We talked to the awesome Matt Furniss about others. “The key to the original game was controlling
his sound design role the bike in the air to stick the landings and I think we
captured that pretty well,” explains Mike. “I don’t think a
“Excitebike 64 was my first Nintendo 64 game,” truly faithful update would have really been enough on a
says Matt. “Although I only actually did two, this 64-bit machine and fortunately Nintendo understood this
and Cruisin’ Exotica.” Matt took over from Mike and were on board with making a more simulation-based
Lamb’s brother Chris, who left the project early motocross racing game.”
on to pursue his career elsewhere. “I’d already Mike himself coded all the physics and gameplay. “I
worked on a lot of extreme-sports games for 989 was a big fan of how games like Wave Race and F-Zero
Studios,” continues Matt, “So I was probably a gave you different vehicles that were roughly equal but
good fit for the project. The music is a collection different,” he continues, “So we sort of followed that
of two-channel audio stems, and we recorded the model. You had acceleration, top speed handling and
voice-over stuff at my studio in Burbank.” stability and the bikes were balanced with different trade-
This commentary was by Left Field producer offs. So, for example, a heavy guy had good top speed,
James Higgins, while Matt contributed the but poor acceleration.” Ben, meanwhile, wrote the game’s
announcement in the game’s intro. He almost 3D engine, a tool chain for the artists and coded the biker
wasn’t required, as Left Field initially planned to animation, while Sam Baker created the game’s menus
licence existing music and develop compression and, inspired by the original game, a track editor.
tech to squeeze the tunes in the cartridge. The Sam recalls the organic nature of Excitebike 64’s
idea was abandoned due to time constraints. “I’m development period, which created the hit game, “We
obviously glad they didn’t use licenced music. That knew from the outset we wanted to make a kick-ass and
would have been very un-Nintendo. I was thrilled great-looking racing game that captured all the speed and
to be working on a N64 version of Miyamoto’s big air of motocross – and that we wanted to support
original. That’s why I remade the finish race tune indoor arenas and a variety of outdoor tracks. But the
– a tip of the hat to the original.” most important thing was that the bikes handled well,
and that was down to Mike [Lamb] and his physics-based
model for the bikes. Beyond that, a lot of the development
was organic. We had the freedom to try out lots of stuff,
and if it was fun, it made it into the game. Hill climb,
Excite3D, soccer and desert modes are all examples of
that – none of them were in the original design.”
As the creator of the game’s 3D engine, Ben’s main
issue was maintaining the game’s frame-rate. “I imposed
some fairly draconian restrictions on the artists in terms of
how the tracks were built,” he says, “And it was in order
to keep things running quickly. To their credit, the whole
art team were able to deliver some amazing work given
those limitations.”

» Thrilling jumps were de rigeur for every track.

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The Making of: Excitebike 64

have stayed focused on depth instead. At the end of the


day, some of the modes were nice distractions, but he
was, of course, right. They didn’t improve the main game
experience, which was the reason why people bought it.”
They did bring the added value with mini-games – such as
the soccer track, complete with a giant bouncing football,
and the infinitely looping desert track – proving popular with
critics and fans alike.
Technically, as Ben touched upon, the main battle was
not with memory, but frame-rate. “It’s very important for
racing games,” says Mike Lamb, “and we were always
trying to push the console to its limits.” The result of this
was a straight battle between speed, or rather a sense
of speed, and keeping everything running smoothly. “We
spent a lot of time trying to get the speed up,” continues
Mike. “We had the bikes going at a simulated 90mph and
there was a limit to how far you can push that before the
game becomes too difficult to control. We messed around
with the camera positioning, but never really cracked it.
It was only when I was working on MTX Mototrax that I
realised we should have widened the field of view, but this
would have then had huge implications for the frame-rate,
so maybe it was better as it was.”
Excitebike 64 took just under two years to develop,
longer than originally envisioned. “Getting the higher
resolution feature to work took a bit longer due to the
Despite being nominally producer on the game and frame-rate taking a hit,” explains Henry, “plus the split-
Nintendo’s conduit to the development team, Henry Sterchi screen and drone riders, that in hindsight may not have
found himself more and more involved with Excitebike been worth the effort. The scope just kept getting bigger
64’s progress. “They were great about sending over and bigger and the game deserved more time than we
very frequent builds and providing tools to tweak things thought.” Nevertheless, there were still parts that the
or make adjustments remotely,” he remembers. “They team felt could have been improved. “If I had to single out
were a fantastic partner and I helped wherever I could,
even in track design and feedback.” Henry’s reward was
a generous inclusion in the design credits of the game. We were always
The California-
trying to push the
But unlike Left Field’s previous game for Nintendo,
Kobe Bryant’s NBA Courtside, Excitebike 64 carried no
based software
console to its limits
official motocross licence or official endorsement from a
house has not professional rider.
“There were very few riders that were household
only perfectly names,” says Henry, “So it wouldn’t have been a single
face, but a suite of riders, which would have been very anything I think we should have spent more time getting
recaptured the complicated to licence. Had we stayed more on the pro- the announcer to sound more fluid,” says Ben, “and it
spirit of the mode route and not been able to do Excitebike, it may have would have also been nice to have some crash animations
changed, but we felt the gameplay and style should be that didn’t just involve the rider curling up into a little ball!”
classic for this front and centre. With that, I’m quite proud of the fictional Henry agrees on this last point. “We had a good amount of
jaw-dropping riders we made and it was important to us to include feedback from testing that the crashes should have been
female riders as well, which might not have been possible more fun, but we didn’t really have the time to do any more
N64 adaptation, had we gone ‘real’”. Nintendo offered no restrictions and, with it, and we didn’t do the old Excitebike button mash to
but upraised a having received approval, the team explained its goals
and what they meant to the gameplay. Aside from
run back to your bike, either. At the end of the day, I
think the feedback was probably right, but I still
fantastic 3D engine regular check-ins and specialist reviews, Henry don’t think it was a high enough priority against
around it, and was left free to assist Left Field in Excitebike 64’s
development period.
the time it would have taken to do.”
Excitebike 64 was ultimately released
doused everything It’s apparent the team wanted – and were given early summer of 2000 in its native
– free rein to add extra modes, and perceived North America. Nintendo Japan
with buckets of added-value to their update of the NES classic, and would also pick the title up,
wonderful new indeed considered these bonuses imperative if and it was released
the game was to succeed. But actually this was there a couple of
extras too at odds with the opinion of Nintendo’s Shigeru
IGN, May 2000 Miyamoto, as Henry
Sterchi explains. “He
[Miyamoto] gave
some great feedback
in that we went too
wide with the extra
modes and should

N64 Book | 121


All told, Excitebike
64 is an excellent
rebirth of the
franchise. The » The forward-thinking addition of female
riders was slightly negated by their nicknames.
gameplay is
arcade-like, but it
I know miyamoto was
months later. Finally, over a year after the US release, the
game appeared in Europe. “I remember going back to the
is also deep and
varied in that well-
UK and talking to friends in the UK who said the game still
wasn’t out,” recalls Mike Lamb. “Maybe because Nintendo passionate about the game
known Nintendo
weren’t doing so well in Europe at the time it got delayed,
but Nintendo Japan picked it up, so that made up for it.” At during development
way. The visuals the time, rumours abounded that Nintendo was struggling
to keep up with demand in Europe for some of its popular
aren’t perfect, but games. “I’m not sure about that because they always kept
things like that close to their chest,” says Henry, “But I the restrictive toolset I gave them. The outdoor tracks in
they are stunning do remember we had some lengthy issues with getting particular were really imaginative.”
nonetheless. Most the PAL versions up to par, which took time. And it could For Henry Sterchi, working on Excitebike 64 even
have been NOE wanting to hold the release for strategic persuaded him to go for a change in career. “Doing some
importantly, the reasons.” Whatever the motive or cause of the delay, design work on this and Shadows Of The Empire became
game is both fun Excitebike 64 was, in all territories, a late release on the the catalyst for me making a career jump from production
console. Would it have done better had it been released to design,” he reveals. “I loved the nuts and bolts of
and addicting, earlier? “It’s possible,” muses Ben, “But the flip-side of that making a game as a producer, but adding the fun, labouring
giving oldsters and is that if we’d started development a year or two earlier, we
wouldn’t have had the opportunity to become as familiar
over the tiniest details in atmosphere, controls and feel,
making sure the experience was all it could be, that’s what
youngsters alike with the hardware. I don’t know that we would have been I fell in love with.”
a chance to revel able to make as good a game.”
Regardless of its release timing, Excitebike 64 saw
Left Field’s team for Excitebike 64 was small, even for
the period, and became extremely close-knit. There were
in the glory that is effusive reviews upon release and achieved decent sales (“I numerous issues and late nights during development as
think it was over 2 million units world-wide,” reveals Mike). there often are, but the experience was generally a positive
Excitebike Says Nintendo producer Henry, “From my recollection it one according to members of the team. “It’s definitely one
Gamespot, May 2000 did quite well and Nintendo thought it was a success. With of the high points of my career,” says Ben, who moved on
something like the pedigree of Excitebike, expectations to pastures new shortly after the US release of the game.
were very high, and a hit at Nintendo often meant sky-high “And we did keep teams pretty small at Left Field – Sam,
multimillions, so it wasn’t a number one seller for them as Mike and myself were the only engineers on the project.
I would have hoped. But it was well-received and moved Sometimes I do get a little nostalgic for those days!” For
some good numbers.” As to the game itself, most of Mike Lamb himself, the game was a further endorsement
the team had a positive feeling it would turn out to be an that he had made the right decision in striking out for
excellent combination of serious motocross simulation himself. “We had a good team. Henry was really good
and the fun gameplay that Nintendo was renowned for. “I at coming up with concrete ideas that could improve the
had an inkling it was going to turn out well,” smiles Ben, game. Ben was really good at implementing them and
“But it can sometimes be hard to ascertain when you’re in we were all on the same wavelength in terms of doing
the thick of developing a game. I think Mike found a really a simulation-based racing game – Waverace on a bike.
great balance between realism and fun and the art team Everyone worked hard, and it came out well. It was my
in particular found incredibly creative ways to work inside favourite game we did at Left Field.”

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The Making of: Excitebike 64

> A Gaming Evolution Excitebike> Excitebike 64 > MXGP

The 2D Excitebike Released last


set the franchise year, MXGP
going with its featured real
unique take on teams and riders
motocross racing. in the official
Excitebike 64 kept licence, marking
the momentum the advance of
going in 3D. the genre.

Extras! Extras!
» The stunt arena is a good
place to practise your skills.

Designer and coder Ben Stragnell on some of the added value Left
Field put into Excitebike 64
“I thought it might be fun to try and include right. The track editor for Excitebike 64 was
the original game. It wasn’t actually a port – I something we wanted from day one. It was
spent a couple of weekends writing enough of pretty much entirely written by Sam Baker,
a NES emulator to run the original Excitebike. who did a great job with it.”
The game also had a track designer save/load
feature that was designed for the Japanese
Famicom Data Recorder. I was able to put some
hooks into the code and enable actual save/
loading tracks to the Nintendo 64 cart. I also
came up with the idea of the desert track. I’d
just seen Motocross Madness on the PC and
was really impressed that you could see for
miles, so thought it might be interesting to get
a level-of-detail terrain engine on the N64.
The terrain generation was easy enough – it’s
just some simple fractals. The hard part was
stitching together the various levels of details
without seams. I don’t think I got it completely

» The view distance could be changed to give a bigger picture.

N64 Book | 123


Pokémon Snap Gotta snap ’em all
» retrorevival

» Nintendo 64 » Nintendo » 1999


Pokémon Snap is a perfect example of a
developer taking a classic franchise and
evolving it into something that is almost
completely unrecognisable and yet utterly
fantastic at the same time. And no, we don’t
mean Resident Evil: Survivor.
The initial concept of Snap – travel on-rails
around an island and photograph a variety of different Pokémon –
sounds as far away from the original RPG as possible, but as you
slowly explore the verdant paradise you discover many similarities
between the two games. With the most obvious being the
snapping of every single one of the island’s Pokémon.
As you trundle along in your weird little buggy, various
Pokémon will appear in front of you and you have a short amount
of time to take the best possible picture. Points are awarded
at the end of each stage and you’ll gain bonuses on how well
framed the critter is, how exciting the snap is, whether other
Pokémon feature and other objectives.
Although your first trek is limited to a pleasant stroll along the
island’s beach, earning the required amount of points soon allows
you access to other portions of the island. As the environment
expands around you, so does Snap’s actual gameplay. You’re
gradually given a selection of different objects with which to
entice Pokémon into more snap-able positions, and part of
Snap’s fun is working out just how you’re going to be able to
take that perfect picture.
With only 60 odd-different Pokémon to discover it’s not going
to take forever to find the majority of the beasts, but you soon
start to discover that certain Pokémon can only be found in
certain areas, so great cunning is required in order to take that
elusive shot. Even though you can see most of what Snap has to
offer in just a few short hours, you’ll still find yourself returning to
it because it’s just so relaxing. Part interactive cartoon, part
wildlife documentary, Snap has something for everybody and
remains one of the N64’s most unique games. It’s now available
on the Wii’s Virtual Console, so why not give it a shot?

124 | N64 Book


N64 Book | 125
Shadow
Man
In 1994, Acclaim Entertainment purchased popular comic
publisher Valiant. First came Turok – then this gothic tale
of Michael LeRoi, a voodoo warrior charged with protecting
the world of the living – from the world of the dead…

126 | N64 Book


The Making Of: Shadow Man

The early to mid-Nineties were a successful period for


■ ■ » Some of the Acclaim Teesside staff
Glen Cove’s Acclaim Entertainment. Mortal Kombat relax in a local pub around the time of
was raking in the dollars, and with the millions Shadow Man’s development.
invested by cable company Tele-Communications
Inc burning a hole in its pocket, Acclaim was looking
for companies to acquire. Valiant Entertainment was
founded in 1989, partly by famous Marvel alumni Jim
IN THE Shooter and Bob Layton. The comics industry was fast
approaching its peak, which was reached around 4-5 years
KNOW later when Valiant’s venture-capital investor, Triumph, sold
» Publisher: Acclaim Valiant to Acclaim. As Acclaim CEO, Greg Fischbach, told
Entertainment Inc. Retro Gamer, “We paid 75 million dollars [for Valiant] and
» Developer: lost a shitload of money. It was a banker. They were the
Acclaim Studios Teeside third biggest comics company, and we were looking for
» Released: 2000 something else to invest in.” Acclaim took over publication
» Platform: of Valiant’s line of comics, and naturally eyed up several
Nintendo 64 titles as potential videogames. “But we bought into the
» Genre: Adventure comic book business right at the top of the market,”
continues Greg, “and then all of a sudden it starts to fall
apart. And we rode it all the way down.”
Acclaim’s first cross-media product was an obvious
choice in Turok: Dinosaur Hunter. Dinosaurs were back
in vogue thanks to the Jurassic Park franchise and Turok
became a massive hit, particularly on the Nintendo 64.
It was developed by Iguana Entertainment, based in
Austin, Texas, and in addition to Valiant, Acclaim was busy
acquiring more games developers and subsuming them
as satellite development studios. In the UK, Optimus
Software, founded by Jason and Darren Falcus in 1988,
■ » The asylum was a superbly-
would become part of the American company. designed gothic location.
“We were a small team in the north east of England,
working on games for
a few major publishers
such as Codemasters
We bought into the comic we’d like to pitch for a game
based on any of them. We
and Gremlin,” explains
Jason Falcus. “Our
book business right at the top looked through them all
and Shadow Man stood
first employee, Adrian
Ludley, emigrated to
of the market out as being perfect for the
transition to videogame.
the U.S. and ended Greg Fischbach, Acclaim CEO We felt it filled the gap in
up working for Iguana the market for a platform
Entertainment.” When adventure game with a
Ludley hooked up his former employers with the CEO of darker, more mature theme, as well as a rich storyline.”
his new company, Optimus Software soon became Iguana Shadow Man is the story of Michael LeRoi, an undead
UK and subsequently Acclaim Studios Teesside when it voodoo warrior caught between two worlds: our world, the
purchased Iguana Entertainment. After the success of Liveside, and the Deadside, a grim and dangerous place
Turok, Valiant’s line of comics were scrutinised for further where all souls eventually locate. The game begins in 1888
possible videogame franchises. Continues Jason, “Acclaim as legendary serial killer Jack the Ripper prepares to take
bie
■» Guy Miller in full zom sent a load of Valiant comics to our studio and asked us if his own life, disappointed the unearthly powers his killing
w.
makeup for an E3 sho
spree was meant to unlock have not materialised. Enter
Legion, a powerful being seeking to recruit five serial killers,
each harbouring a dark soul that he plans to use to create
an immortal army. Legion’s target: Liveside.
Acclaim Teesside assembled a team of approximately 20
people to work on Shadow Man. A budget and timescale
were set although, as was fast becoming common, these
evolved over time as the scope of the game was extended.
Development began in 1997. Creative director Guy Miller
and senior designer Simon Phipps began storyboarding
their ideas on how the game would work; graphic artists
such as Trevor Storey and Nick Patrick began digitizing
this vision, and a group of programmers including Paul
Taylor and Jonathan Ackerley set about organising the nuts
and bolts beneath the hood. Ex-Ocean audio expert Tim
Haywood was another vital cog in the creation of Shadow
» Shadow Man offered a wide array Man’s intricate machine.
of interesting demonic enemies to On his personal website, Simon Phipps details a slightly
take on throughout the game.
different account of how the Shadow Man project started.

N64 Book | 127


■ » The game created a fantastic mix
of otherworldly imagery against the
backdrop of familiar locations.

“We were asked they were heavily


by Acclaim’s head
office in New
It was an opportunity for us inspired!”
However, as
York to come up
with a 3D horror
to show we could create a new coder Paul Taylor
explains, another
adventure…
along the lines of
game IP, and make our mark as a Valiant property was
also being developed
Resident Evil, but creative force concurrently. “I
The game is in full 3D.” A small
team within Acclaim Acclaim Teesside’s Jason Falcus
joined in 1997 and
worked on a game
massive, very Teesside created based on another of
atmospheric, a proposal that
focused on Thomas Deacon, an ex-NYPD policeman
Valiant’s characters,
Bloodshot,” he reveals. “There wasn’t much to Shadow
and strangely who had assumed a brand new career as a demon Man at that stage, but the plan was to use its game engine
hunter. Simon also recalls the material Teesside was sent to give Bloodshot a jump start.” With the latter project
addictive. It should when its proposal was not taken up. “The comics were suffering from a lack of direction and a focus on PlayStation
keep you busy for Ninjak, Magnus Robot Fighter, Bloodshot, Trinity Angels to PC development (which caused the eventual dropping
and Shadow Man, penned by Garth Ennis and illustrated of the Shadow Man engine and too much time spent
a week or two at by Ashley Wood…[Shadow Man] had been running for rebuilding the tech), it was inevitable that Bloodshot would
least, and if you’ve about five issues, so it was very easy for us to slot into the be put on hold as Shadow Man grew steadily in size and
timeline and expand the world of Deadside. The premise stature. “I was absorbed into it to help with gameplay
got the patience, we worked under was, simply, that if there is no Heaven or programming on the PC version,” recalls Paul, “and this
it’s well worth Hell and everyone who dies goes to Deadside, then what
happens when the really bad people get organised and
a dabble decide they want to come back?”
Studio head and development director Jason Falcus
Eurogamer, 1999,
kept a close on eye on all the different projects within
PC Version Acclaim Teesside. “But Shadow Man was very close to my
heart,” he says, “as it was an opportunity for us to show
we could create a new game IP, and make our mark as
a creative force. It was an excellent storyline – it took the
main characters from the comic and added in a fantastic ■ ■ » Trevor
mix of original characters and some really imaginative Storey
relaxes in
locations between the two worlds,” says Jason. “Jack Acclaim
the Ripper was a particularly brilliant addition. I don’t recall Teesside’s
we considered other real-life serial killers, but I’m sure rec room.

128 | N64 Book


The Making Of: Shadow Man

Valiantly
going
Forth
A short history of Valiant
Videogames
Turok: Dinosaur Hunter
■ ■ » A selection of Trevor Storey’s
Shadow Man memorabilia. A European launch game for the Nintendo
64, Acclaim’s version of the loin-clothed
typically involved receiving a large sheet of paper with beast-slayer was a big hit and paved the way
a map of the game level, the level mesh and a bunch for multiple sequels. Developed by Iguana
of assets from the artists. It was my job to plug these Entertainment (Acclaim Studios in Austin,
together so that all the tricks and traps worked, doors Texas), the first-person-shooter had its faults,
unlocked when you operated a particular button, cable cars but benefitted from a dearth of similar titles on
moved when you entered them, cut scenes triggered at the the N64. The mixed reviews of 2008’s Turok on
right moment, and so on.” the Xbox 360 and PS3 appear to have ended the Armorines
But perhaps Paul’s most vital role was the creation of an franchise for now. Acclaim itself bowed out with Created as an adversary for superhero
animation system. “The artists could animate characters Turok: Evolution in 2002. X-O Manowar, the Armorines were a
just fine, but there was nothing in place for other objects, government-sponsored team of super
which had to be done in code. This included doors opening marine soldiers, and a logical choice for a
and closing, sliding platforms and, the one I’m most proud videogame. Another first-person shooter,
of, a big hammer that swings down and strikes a monolith, the game used the same engine as Turok
forming a bridge.” The PC version of Shadow Man was 2, but was received badly, and poor sales
initially its only planned platform. Having had much success ensured there would be no further titles
on various consoles, Acclaim was keen to grow its PC in the series. A shame, as its Starship
market share. When the game expanded to consoles, Troopers man vs. the bugs theme could
Acclaim held back the completed lead PC version as the have been a winner had it been better
other versions were finalised. implemented by the developer.
While the driving force of the story remained with Simon
and Guy Miller, artists such as Nick Patrick and Trevor
Storey also had important roles in shaping the unusual look
and design of Shadow Man. “I started as lead artist and
worked as a level builder, effects and front-end designer,”
says Trevor, “I thought the story was cracking and [it] really Shadow Man: 2econd Coming
swept us along during development.” Nick Patrick, who Despite a botched PlayStation port, the original Shadow
began as a concept artist on the project, agrees. “Guy and Man sold decently enough to ensure a sequel was
Simon really pushed to keep a story to the game and make optioned, although given the original’s poor effort on
it unnerving and unsettling. I worked quite closely with the Sony console, it was a little strange that Shadow
Trevor, and we had to keep a consistent look to the levels. I Man: 2econd Coming should only see release on the
do remember we played a lot of Quake at lunch time back PlayStation 2. The plot of the sequel more-or-less
then – I think he must have been losing at one point when mirrors the first game, with armageddon this time
his mouse took off and hit me on the back of the head!” threatened by a pair of demons known as Asmodeus and
Shadow Man was a complicated development in terms Grigori. The collapse of Acclaim two years later spelled
of both design and realisation. With both Simon and Guy doom for the series, although the comic was rebooted
having worked at Core Design, comparisons with Tomb for a short time in 2012.
Raider were inevitable – if a little off the mark, according to
Jason. “The success [of Tomb Raider] helped us appreciate
the potential for such a game,” he admits, “but I would
say the main inspirations were games such as Mario 64 thanks to new weapons and abilities, considerable thought
and Zelda. These titles both utilised expanding 3D worlds, and planning was needed to ensure everything operated
and we loved the way they were based around a central logically. The designers discovered that the easiest (and
hub, and the world expanded as the player increased their fastest) technique was to sketch out each level on paper
abilities.” The team also preferred the dynamic controls before passing it on to the world modellers to build, texture
of Nintendo’s games. Continues Jason, “We wanted to and light it. With the comic version of Deadside a black
emulate that. I used to get very frustrated by the animation- and desolate area, it was left to the imagination of the art
driven controls of the early Tomb Raider games.” The department to give this part of the game its detailed and
central hub created its own set of design issues. While unearthly look. Says Nick Patrick, “I worked quite a bit on
Shadow Man’s storyline and plot was relatively simple, the the asylum, so those were my favourite parts. The level
construction of the various levels was not so. design was well-planned, but when I look back now, I’m
With the game requiring the player to revisit locations surprised how sparse it feels in places. There are quite a
from earlier in the game, and be able to explore further few long corridors with not much in; you wouldn’t get away

N64 Book | 129


Shadow Man
Gets Cut
Coder Paul Taylor explains how a tragic real-life
incident affected Shadow Man
“It came right at the end when we were finishing
off the PC version. The infamous Columbine school
massacre took place in April 1999, and this led to
the sudden and arguably misguided opinion that
» Many of the real world locations
(such as this London Underground station) violent videogames were a key factor. I believe
were even creepier than Deadside. Acclaim CEO Greg Fischbach was called before
a senate committee investigating the issue, or
with that these days!” The asylum is a superbly-designed something like that. Afterwards, as a result of
part of Shadow Man, and also used as a hub for some of what was discussed, or nervousness about the
the game’s later levels. “Some of my favourite sections public perception of violent videogames, the
were those in the asylum,” agrees Jason, “which I think order came through that Shadow Man’s content
was down to the weird and wonderful creatures, and should be toned down. Gore was cut down across
also the New York tenement building which was very the board, and as quickly as possible. I got an
atmospheric and creepy.” interesting bug caused by this rapid censoring.
Technically, Shadow Man was a huge challenge for There was one room where the tiled ceiling bled if you shot it. The collision detection was reporting the
the studio. “We had to build all of the 3D tech and tools, bullet was hitting flesh, so I traced it through thinking it must be going wrong and thinking it’s hitting
including our own engine, called VISTA,” continues Jason. something else, possibly outside the room. The trace didn’t find anything broken, but it did reveal that
“The design was ambitious, requiring large interior and there was a body pinned to the ceiling with surgical instruments. In a rush to hide this, they’d simply
exterior locations with seamless transitions – which at removed the textures, rendering it invisible. There are rumours of pre-Columbine copies of Shadow Man
the time was quite unusual. We also wanted a dynamic floating around out there, but I’ve never seen one.”
animation blending system so we could have a more
versatile character control system. This allowed Shadow
Man to run while aiming his two weapons in different

We literally took the PC version and


directions.” Mike LeRoi also possessed uncanny athletic
abilities, his slender figure leaping around each level,

dropped it straight into the Dreamcast


grasping ledges with one hand and taking out demons with
the other. All of the game’s controls needed to be fine-

compiler. Of course, it didn’t work


tuned so that the complex moves worked correctly.
Another, perhaps overlooked, element of Shadow Man
was its sound design. Former Ocean Software employee Coder Paul Taylor
Tim Haywood, having been made redundant from the
Manchester company, was recommended by another
ex-Ocean worker who now coded for the Tees developer.
“They didn’t have any audio staff at all, so I had to start editor, audio implementer, and trade show evangelist,” he
from scratch and set up a studio myself,” explains Tim. “It grins. “And it really was a blank page. We had the comic
was exciting because I had nothing more than a PC, Sound books as a reference, and I talked to Guy [Miller] and we
Forge, a simple recording device and one sample CD.” picked various film references to draw from. The rest of the
Tim improvised to begin with, before approval for additional audio came from the visual style of the game and how it
equipment was granted. Soon the department expanded to made me feel.”
include a Kurzweil K2500R (a synthesizer), vocal processor, The prime version of Shadow Man [PC] implemented
semi-acoustic guitar and a large sample library. the Miles Sound System; primitive by today’s standards,
Tim’s first job was providing all of the audio for Shadow highly effective in 1999. “When you walked through the
Man. “I was audio director, composer, sound designer, different areas of a level, you heard ambient sound coming
audio tester, voice casting, voice director, actor, dialogue from lots of places, and it blended very nicely for the time,”

> A Gaming Evolution Tomb Raider > Shadow Man > Mirror’s Edge

Tomb Raider Mirror’s Edge


encapsulated the focused totally
running, jumping on acrobatics
and shooting and movement,
of endangered and was none the
species worse for it.
gameplay.

130 | N64 Book


The Making Of: Shadow Man

recounts Tim, who despite the smaller storage of the


Nintendo 64, used compression technology to squeeze the
speech and music into the cartridge. “We just downgraded
the quality where we needed to, to make things fit. The
PlayStation version suffered the most and had only 90
sound effects from the original 600.”
Ah, the PlayStation port. While the PC, N64 and
Dreamcast versions of Shadow Man were all well-received,
with critics praising the game’s atmosphere and playability,
things were a little different over on the Sony console
and it’s generally considered to be the worst version of
the game. “Acclaim decided very late in the day that
they wanted a PlayStation version,” laments Jason.
“Basically because it was the biggest platform at the
I am simply time.” Unfortunately, a lack of experience with the console,
coupled with extreme time pressure meant the port was
flabbergasted at vastly inferior to its peers, particularly the excellent N64
how awful it looks version. It was also an unusual move for Acclaim who up
to that point had forged a decent reputation based on its
and plays. Why did support of the Nintendo consoles. “We understood their
Acclaim try to force reasoning – it was a big opportunity to get the game on ■ ■» Mike travels between the two worlds using his
final earthly possession: a teddy bear
the biggest platform. But it was a technical nightmare to given to him by his dying brother.
this game onto execute and we weren’t very happy with the end result.”
PlayStation while Sales were also unimpressive compared to the Nintendo
64 in particular, probably a reflection of the mass of similar
the PC and N64 arcade adventures on the PlayStation. Mature-themed
versions look, play games were rarer on the N64, and Shadow Man neatly
occupied that vacant niche. And on the Dreamcast, things
and feel were even better, as the powerful Sega console barely
broke a sweat emulating the PC version and contained
so good? optimised controls due to the lack of a keyboard.
IGN, 1999, “We literally took the PC version and dropped it straight
PlayStation version into the Dreamcast compiler,” says programmer Paul Taylor.
“Of course, it didn’t work…but then we chopped out all the
PC-specific code until the compiler stopped complaining.
But I was quite proud of it and the team behind it – we
managed to pull off a decent conversion in the six months
we originally estimated. Just about.” team means most of them look back on its lengthy creation
While it is inevitable that development of such a complex period with much fondness. “I loved that time,” recalls
game caused minor disagreements, the learning experience Trevor, “it was working with a fab bunch, many of whom
that it became for the majority of the Acclaim Teesside I’m still friends with today. The game wasn’t perfect, but
it turned out real nice.” Trevor’s colleague in the art and
design department, Nick Patrick, adds, “I learnt a great
■» The Nintendo 64 version was
excellent, and comparable deal from Shadow Man. It was the first big 3D game that
graphically to the PC game. Acclaim Teesside produced as the whole industry was
changing with longer development times, bigger teams
and larger financial risks. It was tough – when the game
went into crunch development, I seem to remember Tim
[Haywood] was spotted wandering the corridors one
night – he had been sleeping in his office and got up for a
comfort break.”
In reality, Tim Haywood had been living at Acclaim
for some time during the development of Shadow Man,
but still greatly enjoyed the development experience. “I
lived there for about a year and had a room with a bed,”
he tells us. “There were showers and a kitchen, so I had
all that I needed. But it was, and still is the best game
development experience I ever had. The way it was made
is the way games should be made, with deep immersion
within the subject matter and total passion for the process
and content.” Studio head Jason Falcus admits he learned
much too, considering his management role on the game.
“I learned a lot about developing large scale, original console
games with a large team,” he says, “and am proud to
have been involved with Shadow Man. It was an ambitious
project, but I think in the end it was an excellent game, and
one that people still talk about today.”

N64 Book | 131


Superman 64
most people remember The man of steel for
wearing his pants outside his clothes, being
petrified of minerals, and picking on bald men.
retro gamers, on the other hand, remember
Superman 64, a game widely regarded as the
worst ever created. so, is it deserving of such
widespread ridicule? Stuart Hunt finds out

» Is it a turd, is it lame? Yes » Stargate, it transpires that this piece of N64 detritus is a essentially a sh*t version of Stargate.

IN THE KNOW

» Publisher: Titus Software


» Developer: In-House
» Released: 1999
» Genre: Arcade action
» Why play this when you can play:
Pilotwings

132 | N64 Book


c
If you dip into Superman 64’s Options screen you’ll notice
that inside sits a pointless display option. It’s a completely
ridiculous mode that lets you play the game inside a series of
progressively smaller letterboxes. There is no point in opting
to let play the game in this manner, it simply makes the
world’s most appalling game 80 per cent worse.

» Play the game on Easy and you don’t get any green hula hoops to fly through, instead you have to fly from one section of crap to another with no challenge.

D
isbelief is the most prominent emotion, quickly Lex gone to so much trouble to
followed by gut-wrenching anger at the fact organise a superhero version of
that someone, somewhere, probably still living Pilotwing’s? Why does Lex even
among us today, was responsible for inflicting this bother to give Superman a window of
unfinished tutorial mode of a videogame on the world and opportunity to save his friends? And why
expecting us to pay for the privilege. doesn’t he just pull the plug on the virtual world once
We’ve covered some pretty shocking games in Retro Superman is inside, thus trapping his nemesis? Also, why are
Shamer but Superman 64 is by far the worst we’ve there flashing beacons on the hoops? There are no low-flying
encountered so far. It starts off bad and goes dramatically planes in the game. Okay, so Superman’s controls are erratic
downhill from there. It seems Titus Studios constructed ten and the game is filled with noxious fogging (Kryptonite gas,
per cent of a sandbox engine, two per cent of an idea about a apparently), but you can’t miss the giant hoops even if you First Impressions
game that involved a flying sumo wrestler, and then somehow try. And why does Lex refer to them as ‘mazes’ when they’re
obtained the Superman licence. clearly just a series of hoops in a clearly defined order.
As for a creepy, nightmarish, insane virtual world, Titus The second level is equally perplexing and involves
excelled by constructing a game that looks like it was built by Superman lifting and throwing two cars before they plough
Doozers and project managed by a dead Fraggle. Watch as into a woman pushing a pram – an embarrassing feat of
childish and shallow buildings materialise before your eyes Superman’s powers. And speaking of Superman’s powers,
while our Spandex hero darts around the screen with all he’s supposed to be able to travel faster than a speeding
the ‘super heroism’ of a fridge full of gorilla dung. Essentially, bullet. Not in Superman 64 – here he can just about travel Nothing about this box art is
Superman 64 is a long drawn-out tutorial mode that plays like faster than erosion. And he doesn’t start out with his ice appealing, nothing. The artwork
is clearly based on Superman:
a long drawn-out tutorial mode – in fact, we’ve played long- breath or laser sight; he acquires them by touching icons… The Animated Series, so on
drawn out tutorial modes that are better than this entire game. and even then he can only use them when a power meter tells the box we are treated to a
Four levels, that’s it, just four levels were all we could him he can. picture of Clark making the
endure of this game before we had to pull the plug. Lex Luthor The missions are all race-against-the-clock affairs. Which transformation into Superman
drawn in permanent marker
has imprisoned Superman’s friends – Lois Lane, Jimmy is fine, but the clock used – a digital LCD-style timer you’ll
and felt tips. No text on the
Olsen, and some jerk we’ve never heard of called Professor commonly see somewhere on a Teasmade – is the most face panel is an interesting
Hamilton – in a weird portal. You get this peculiar cut-scene hideous blurred timepiece we’ve ever seen in a game – it’s notion though – maybe Titus
of Lex standing in front of Superman waffling on about how akin to having one of those numberless wristwatches but felt showing a picture of a man
he’s sending the trio into the virtual bland world and how without any hands. It proves unnecessarily difficult to read. taking his shirt off was simply
all it would take to shift a few
‘you won’t save them’. Instead of burning his face off right After we finished the car-tossing mission, we were tasked Nintendo 64 games.
there, or even threatening to do so unless he gives up his with flying through more hoops and then given the job of
captors, Superman woefully agrees to enter the realm and the picking up a police car and plonking it down the bottom of a
awesome banality begins. street before some jerks blow it up with a rocket launcher. At
Once inside, Superman must travel through a series this point we couldn’t endure any more. Seeing Superman
of hula hoops at Lex’s bequest. Yes the almighty Man of reduced to Lex’s lapdog was just too painful to watch. It was
Steel, perhaps the strongest being in the entire DC universe like being goaded to take a photograph of Christopher Reeve
is reduced to conducting menial tasks for Lex’s perverse getting happy-slapped by a wrestler, and almost as painful as
pleasure, which immediately raises a few questions. Why has seeing him fight Richard Pryor in Superman III.

Look, I know exactly what you’re going to


say. I’m sorry, all right? I just got sick and tired of being so great
and powerful and annoyed at Lois for constantly nagging me. The pressure of
being a journalist and a superhero simply got the better of me. I thought that jumping
through hula hoops would be fun, relaxing, and perhaps even recreational. But it isn’t.
What if I promise to make it up to you all in the excellent Mortal Kombat
Vs DC Universe game? Yup, I’ll promise not melt everyone’s face off within seconds
of the match. Honest, I’ll hold back, and play up to the cameras a little so the
game is playable. I can’t say fairer than that now can I?

N64 Book | 133


Where else do you get to
see Luigi take revenge
on Mario after years of
living in his shadow, or see
Captain Falcon fighting for
his life against a horde of
Yoshis? Luke Albigés wave-
dashes back to the party
fighter that evolved into a
tournament sensation

» It’s fun to charge in and bust out your best moves, but it makes more
tactical sense to hold back and let others wear themselves out.

134 | N64 Book


he core concept of Smash Bros. is pretty
much as old as time itself. It’s the classic
power struggle; it’s ‘my dad is bigger than
yours’; it’s those playground arguments
about who would win in a fight between Batman and
Lion-O. But more than that, it’s a celebration – proof if
proof be needed that Nintendo’s family of familiar faces
is the best in the business. Today one of the most
popular competitive fighting games in the world (player
count across Melee and the new game at Evo 2016, the
world’s leading fighting game tourney, fell only just shy
of front-runner Street Fighter V), it’s amazing to return to
Smash’s humble beginnings and remember just how
barebones the experience used to be.
Fire up the Wii U game and you’re greeted with an
daunting amount of choice. From packed menus that
seem to go on forever to a character select screen that
only gets even more ridiculous as you add to its vast
selection of fighters through general play, you never feel
like you’ve seen everything the game has to offer. That
cannot be said of the original game, with its eight core
fighters and limited modes, but the comparison is hardly
fair – this is a pattern seen consistently throughout the
history of the genre. Street Fighter’s roster of playable
characters has swelled from eight in Street Fighter II to
44 in Ultra Sreet Fighter IV, X-Men Vs. Street Fighter had
just 17 to Marvel Vs Capcom 2’s 56, Mortal Kombat had
only seven characters on its inception… in comparison,
Smash’s cast of 12 fighters (four of whom are locked
until certain criteria are met) looks positively healthy.
Better yet, there’s very little fat on the roster. With the
exception of Luigi (who, as you might expect,

N64 Book | 135


The Sequels …and the characters that joined the fray
plays almost exactly like Mario), every character has
their own distinct feel and playstyle. At one end of the
spectrum sits Donkey Kong, a heavy and hard-hitting
option for those who don’t like to mess around when
it comes to dealing damage, while at the other is Fox,
who relies on little-and-often damage as he darts
around opponents. There are agile options who can
recover well, characters who do better at range than up
close and everything in between – for so small a roster,
there’s a great degree of variety on offer. This extends to
the settings as well, with stages based on every major
series represented each boasting their own feel and
array of options. From the rising hazards of the Metroid
stage to the angles of Sector Z’s moving ships and
Super Smash Bros. Melee Super Smash Bros. Brawl Arwings, where you choose to fight is just as important
GameCube, 2001 Wii, 2008 as who you choose to fight with. If in doubt, just plump
■ Widely regarded as the best game in the series and ■ As well as another massive serving of cool new for the Kirby stage – it has the best music and, given
still played competitively to this day, Melee more than content, Brawl also brought with it Smash’s most that competitive staples Battlefield and Final Destination
doubled the character count and went to town with controversial feature to date. Tripping, where are only available in single-player here, it’s hands-down
new modes, options, stages and references. Refined characters had a slight chance of falling over when the most level playing field for any given match-up.
controls led to some complex techniques that make initiating a dash, added an unnecessary random
high-level play incredible to watch – anyone who element into what was proving to be an increasingly f you even want to play fair, that is – the real joy of
considers Smash to be a button-mashing party game technical game, and most competitive circles ended Smash Bros. is found in its versatility, letting you
would do well to check out some pro matches to see up sticking with Melee instead of risking losing high- play the way you choose. By default, items will
the real Smash in action. profile matches after pratfalling. appear or fall into the stage periodically to spice
up the battle, both the nature and frequency of these
NEWCOMERS NEWCOMERS eventually fully customisable. Like the stages and stars,
Bowser [Mario] Mr. Game And Watch Diddy Kong [Donkey Kong] Pokémon Trainer [Pokémon] most of these are nods to classic Nintendo games
Dr. Mario [Mario] [Game And Watch] Ike [Fire Emblem] R.O.B. [Nintendo] or power-ups – something taken further still by the
Falco [Star Fox] Peach [Mario] King Dedede [Kirby] Snake [Metal Gear]
Assist Trophies in later games, which call in cameos
Ganondorf [Zelda] Pichu [Pokémon] Lucario [Pokémon] Sonic [Sonic]
Ice Climbers Roy [Fire Emblem] Lucas [Mother] Toon Link [Zelda]
from even more famous characters – and you can get
[Ice Climbers] Sheik [Zelda] Meta Knight [Kirby] Wario [Mario] your hands on everything from Poké Balls that unleash
Marth [Fire Emblem] Young Link [Zelda] Olimar [Pikmin] Wolf [Star Fox] random monsters to the hammer that helped Mario
Mewtwo [Pokémon] Zelda [Zelda] Pit [Kid Icarus] Zero Suit Samus [Metroid] thwart Donkey Kong way back when he still went by
Jumpman. Fans of mayhem can crank up the drop
rate to ensure non-stop silliness, house rules can be
established where certain items are banned and purists
can get rid of them entirely, shifting the focus – nay, the
genre – from entertaining party game to adept fighter.
Combat itself is novel in that the game doesn’t
feature traditional health bars. Instead, damage accrued

Super Smash Bros. For 3DS Super Smash Bros. For Wii U
3DS, 2014 Wii U, 2014
■ This duo of releases is largely similar in terms of ■ The main event followed a few months after its 3DS
content, with the handheld version getting out of the stablemate’s release, with loads of additional content
gates slightly ahead of its home console counterpart. – the board game-esque Smash Tour mode, a chaotic
Exclusive to the 3DS release, Smash Run mode eight-player mode, the trials of Special Orders and
sees players explore a large level while building Event modes and the freedom of the stage builder are
their stats, with a random match or challenge all exclusive to the home version. There’s also DLC
taking place at the end. characters aplenty, including Ryu and FFVII’s Cloud.

NEWCOMERS
Bayonetta [Bayonetta] Mega Man [Mega Man]
Bowser Jr. [Mario] Mii Fighter [Nintendo]
Cloud [Final Fantasy] Pac-Man [Pac-Man]
Corrin [Fire Emblem] Palutena [Fire Emblem]
Dark Pit [Kid Icarus] Robin [Fire Emblem]
Duck Hunt Duo Rosalina & Luma [Mario]
[Duck Hunt] Ryu [Street Fighter]
Greninja [Pokémon] Shulk [Xenoblade]
Little Mac [Punch-Out!!] Villager [Animal Crossing]
Lucina [Fire Emblem] Wii Fit Trainer [Wii Fit] » With such an amazing cast at Nintendo’s disposal, why is the final boss just a giant hand?

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ultimate guide: Super Smash Bros.

» In team battles, it’s important to look out for your buddy.


Wayward items or attacks can hurt them, too!

more to do than simply brawl,


» While there’s not a great deal do.
mode s like this help teach you what each character can
additional

by each character is tracked as a percentage at the


bottom of the screen, with higher values increasing the
effects of additional powerful blows. This feeds directly
into the goal of the game, which is to knock opponents
off the stage. Any side of the screen will do the trick,
with different characters and levels all prioritising
different approaches – small stages like Dream Land
make blasting rivals off the side the quickest way to go,
while characters with strong spiking attacks often do
better to stomp their foes off the bottom of the screen.
Where possible, that is, as things like the rising acid on
the Metroid stage deal damage and blasting those who
touch it back upwards with considerable force. KO previously – a chance to be a little more reckless and different effects. Do this to move and dash, rather than
The higher your percentage goes, the greater the aggressive with your attacks, and also to exact revenge walk; do it with your standard A button attacks and
risk of being sent flying by even the most innocuous on whoever it was that didn’t think you deserved to be you’ll see them upgraded to powerful Smash attacks,
of attacks – powerful, well-placed smash attacks can on the screen any more. generally the best way to introduce opponents to the
usually finish the deal from around the 50 per cent mark, For a game with only two attack buttons, there’s gaping off-screen abyss. It feels a little strange at first,
with 100+ (the maximum is 999, at which point a gentle a surprising degree of depth to Smash Bros. and its unresponsive even, almost like you’re not in full control.
breeze is enough to finish you off) marking the point at high-octane combat. The B button is used for special But just like in any other game that makes good use
which you need to start being extra careful. Matches are moves, which performs one of three signature attacks of analogue control, you come to learn your limits and
played either for time – where KOs and deaths are tallied when combined with directional inputs – in the N64 work on your execution, eventually arriving in a place
up after a fixed period to decide a winner – or for stocks, original, only up, down and neutral specials exist, where everything happens exactly as you want it to,
each fighter having a set number of lives to use before but Melee added a fourth direction one for left/right barely having to even think about it. That it isn’t only
they are eliminated entirely. Coming back into a great inputs. The title ties into the game’s novel use of the played alongside the likes of Street Fighter and Tekken at
fight at 0 per cent after being knocked out is a delight, analogue stick, where gentle movement of the stick and tournaments of the highest level, but pulls in comparable
especially if you’d been panicking about the inevitable ‘smashing’ it quickly in the required direction produce figures in terms of entrants and viewers is telling of

Smash Siblings Just some of the many pretenders to Nintendo’s throne

DreamMix TV Jump Super Stars Guilty Gear: PlayStation All-Stars


World Fighters DS, 2005 Dust Strikers Battle Royale
GC/PS2, 2003 ■ Japanese manga magazine Weekly DS, 2006 PS3/Vita , 2012
■ Nintendo’s success with Smash was in Shonen Jump certainly has the brands to ■ While it made respectable use of the ■ It’s fair to say that the roster of Sony’s
bringing together the great brands that go toe-to-toe with Nintendo’s big hitters stacked dual screens to offer stages with Smash rival didn’t quite have the same
already existed under its umbrella. This and this is probably the best Smash plenty of vertical space, the low resolution clout as that of the series that clearly
brawler pinched bits and pieces from all clone we’ve seen. Pulling in characters did absolutely nothing for Guilty Gear’s inspired it – the likes of Drake, Kratos, Cole,
over the place – from Hudson and Konami and settings from DragonBall, Yu-Gi-Oh!, usually gorgeous art and fights ended Sweet Tooth and Dante meant there were
games to Takara toy lines – and it felt like One Piece, Bleach, Naruto and Death Note up just being ugly and extremely hard to a lot of human characters, and not even
a bit of a disparate mess for the most (among loads of others), it’s a colourful and follow. Perhaps the series should stay in its Sackboy, PaRappa and Toro could redress
part. Still, it let us pit Bomberman against hyperactive alternative, although it only one-on-one comfort zone – PS2 four-way the balance. It’s actually pretty good, just
Optimus Prime, so that’s something. came out in Japan. fighter Isuka wasn’t a whole lot better. not on the same level as Smash.

N64 Book | 137


Jigglypuff
■ Incredibly hard to use on account of
how floaty and weak she is, although

Meet The Bros. skilled players can make great use of her
excellent juggle game. Specials are risky
and must be used with restraint. Unlocked
An introduction to all 12 of the original characters
after beating her at the end of 1P Game.

Special Moves
B – Pound
g + B – Sing
h + B – Rest

Pikachu
■ Not suited for beginners due to tricky
specials and low defense, Pikachu can still
be a menace in the hands of an expert.
A nimble glass cannon with excellent Fox
recovery capabilities. ■ What Fox lacks in power, he makes up
in movement – he’s agile enough to dance
Special Moves around slower opponents and chip away
B – Thunder Jolt at them, plus his Blaster can be used to do
g + B – Quick Attack the same from a safe distance.
h + B – Thunder
Special Moves
B – Blaster Shot
g + B – Fire Fox
h + B – Reflector

Samus
■ The Metroid star is all about controlling
Donkey Kong the fight from a distance, with amazing
■ If you want to hit hard and not worry mobility options helping her to stay at
about speed, DK is your guy. He’s heavy, optimal range while wreaking havoc
making him harder to knock off the with projectiles.
stage, but you’ll need skill to land his slow
attacks on faster fighters. Special Moves
B – Charge Shot
Special Moves g + B – Screw Attack
B – Giant Punch h + B – Bomb
g + B – Spinning Kong
h + B – Hand Slap

Luigi
Mario ■ A clone of Mario with a few minor
■ As you might expect, Nintendo’s mascot differences, such as a Fireball that travels
is a good all-rounder and a solid choice straight rather than bouncing. Unlocked
for newcomers and veterans alike, with by clearing Bonus Practice 1 with all eight
decent mobility, a good projectile and starting characters.
potential for some nice combos.
Special Moves
Special Moves B – Fireball
B – Fireball g + B – Super Jump Punch
g + B – Super Jump Punch h + B – Luigi Cyclone
h + B – Mario Tornado

Yoshi
■ Poor little Yoshi doesn’t have much
going for him – his egg projectiles are
pretty bad and with no triple jump, getting
caught during a flutter jump is usually a
death sentence.

Special Moves
B – Egg Lay
g + B – Egg Throw
h + B – Bomb

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ultimate guide: Super Smash Bros.
Kirby
■ While he may be light, Kirby’s best-in-
class mobility means that nobody is better

How To Smash
at getting back onto the stage after being
sent flying. Stone’s invincibility and Copy’s
versatility help make him one of the best.
Top tips for any wannabe bros.
Special Moves
B – Swallow/Copy Edge Guarding
g + B – Final Cutter ■ If an opponent is trying to make their way back onto the stage
h + B – Stone after being knocked off, don’t just let them back in for free! Toss
projectiles and items their way to make it more difficult for them,
and if you can, use a downwards spiking attack and/or drop down
and grab the ledge yourself before they reach it, safely rolling back
up with Z to prevent them getting back on solid ground.
Link
■ His regular attacks have such power Half Empty
and range that they’re pretty much the ■ Try to get a feel for how many uses each item has. If you’re first
best in the game, but that comes at a cost to use it, you should aim to throw it away with only a charge or two
– his specials can be hard to use and his left – the next owner won’t know it’s about to become useless and
you might just buy yourself a little time as they realise.
Captain Falcon recovery and aerial abilities are both poor.
■ F-Zero’s representative is one of the best
all-round characters – even though he Special Moves Learn To Love Z
B – Boomerang ■ Skilled use of the trigger is crucial to good play. While held, you
lacks a projectile, his power and mobility
g + B – Spin Attack will put up a shield to prevent damage – use this sparingly as it
make up for this once you get a feel for his
h + B – Bomb can be depleted quickly. Tap a direction while guarding to roll,
delayed attacks. Unlock him by clearing 1P
which can lead to great openings against slower fighters when
Game in under 20 minutes.
timed and spaced well.
Special Moves
B – Falcon Punch
Not That Special
■ Just as Smash attacks shouldn’t be abused, not every character
g + B – Falcon Grab
should be looking to rely on their special moves. Link’s B attacks
h + B – Falcon Kick
are all very situational, Yoshi’s are largely rubbish outside of
the down+B pound and both Sing and Rest are risky for
Jigglypuff – look to use throws (which are surprisingly
powerful) and regular combos instead.

Full Tilt
■ There’s a third type of attack that many players don’t use
properly – as well as neutral and Smash versions, you can also tilt
the stick slightly in directions to use additional attacks and some of
them are really good. This is more pronounced in later games but
you can still perform tilt attacks in the original.

the quality of Smash’s core


mechanics, and watching pros
compete really hammers home
just how much more there is to the game than most
people who play casually even realise.
While the first game may not have had a great deal
going on in terms of modes and options, however, the
same criticism cannot be levelled at any of its sequels.
Ness Each piled on additional content – loads more playable
■ The Earthbound hero is all about characters, additional items, cool new modes and in-
projectiles. These can leave him vulnerable game trophies and achievements all come together to
in more chaotic fights but in a one-on-one make every Smash game since the first an incredible
situation, he can be extremely hard to proposal in terms of value for money. With so much of
approach, as you’ll see if you can clear 1P the game’s charm and appeal coming from its expertly-
Game on Normal without continuing. handled fan service, covering more bases just serves
to write beautiful new verses in this love letter to all
Special Moves things Nintendo. What was once a fairly basic fighter
B – PK Fire is now one packed with potential and options; what
g + B – PK Thunder was one a fairly low-key novelty now one of the most
h + B – PK Shield prominent fighting games on the scene. If ever you
need reminding what’s so good about Nintendo, just
go play Smash – the ultimate collection of Nintendo’s
greatest hits and a way more adept fighting game than
many give it credit for.

N64 Book | 139


Perfect Dark The name’s Dark, Joanna Dark
» Retro Revival » Nintendo 64 » Rare » 2000
After Rare’s incredible success with the
James Bond licence, many N64 owners
expected a sequel to GoldenEye to appear
on their beloved games console. Sadly,
a sequel never arrived, but in its place was
another stunning first-person shooter that not
only proved that GoldenEye hadn’t been a fluke, but it showed
just what was possible when you were unshackled from a
restrictive licence and given more creative control.
Perfect Dark tells the story of Joanna Dark, a young female
spy recruited by the mysterious Carrington Institute to extract
a defector from Carrington’s competitor, dataDyne. Before long
she’s caught up in an interplanetary war between two rival
factions and… well, we won’t spoil it for you, because
Perfect Dark ’s twisting and turning plot is just one of the
examples where it improves on Rare’s earlier shooter.
Graphically it’s superb as well, taking a modified version of
the GoldenEye engine and pushing it to breaking point. It even
manages a hi-res mode via the N64’s expansion pack, but this
does impact on the visuals, forcing slowdown, particularly when
windows get shattered. And damage to windows and other
parts of the environment happens regularly, thanks to the insane
amount of weaponry that Joanna has access to.
The futuristic setting allowed the team to have all sorts of
fun with Joanna’s arsenal, and there’s a mixture of both real
and futuristic weaponry to choose from. Although there are
conventional weapons like uzis and submachine guns, Perfect
Dark also introduced insane offerings like the FarSight XR-20
that enabled Joanna to shoot through walls. She also had an
awesome Laptop Gun that could transform into an innocuous
looking laptop or be thrown down to become a sentry gun.
By far the biggest difference between the two games was
Perfect Dark ’s multiplayer mode, which delivered all sorts of
new mechanics and customisation options, as well as the ability
to play against AI-controlled bots for the first time.
Although it set the world alight on its release, time hasn’t been
kind to the original Perfect Dark and it has aged somewhat. Our
advice? Pick up the excellent Xbox 360 HD remaster and relive
the experience all over again.

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N64 Book | 141
Inspired by Mario 64 as much as Mario Kart,
Diddy Kong Racing sold millions worldwide.
Rory Milne asks Lee Schuneman, Kev Bayliss,
John Pegg and Richard Gale about their
adventure-racer hybrid

142 | N64 Book


THe making of: Diddy Kong Racing

D
iddy Kong Racing wasn’t
always called Diddy
Kong Racing. In fact, Lee
Schuneman, the game’s
producer, wasn’t even
making a racer until a
member of the development team stuck
a mammoth on a moped. “We didn’t IN THE
have much playable,” Lee begins, “but KNOW
Lee Musgrave had come up with a » Publisher: Nintendo
woolly mammoth riding on a moped for » Developer: Rare Ltd
some random reason and Chris Stamper » Released: 1997
decided we should stop doing [an] RTS » System: Nintendo 64
and make a racer instead.” » Genre: Adventure-racer
After switching genres, Lee’s project
was initially named Wild Cartoon
Kingdom and then Adventure Racers
around which time artist Kev Bayliss,
coders John Pegg and Richard Gale, » Taj the Genie offers post-race
advice and magically changes the
and others joined his team. “They player’s vehicle on request.
were just different titles as the game
evolved,” explains Lee, “many aspects
like being able to roam the central world made that this game was going to be seen Mario Kart 64, my inspirations were Diddy Kong
were all there from the start of the Rare published rather than Nintendo Mario Kart on the SNES and Mario 64,” Racing 101
concept, and what really evolved as we published hence using a Rare IP for the he highlights. Kev expands on Mario 64’s ■ Primarily a racer in
progressed were the racing mechanics name. RC Pro-Am had been successful influence, “we wanted to push the gameplay terms, Diddy
– like drifting – and challenges.” Kev’s – having a name that people recognise adventure element of the concept. We Kong Racing is defined
initial role on Adventure Racers was as always helps.” Kev adds, “Adventure wanted to see if we could move the as much by the cutscene
character artist. “I was involved in the Racers was always going to be a fun, genre into another direction.” storyline and collection-
game at an early stage, when the team cute racing game, and so taking the ‘toy’ Kev also recollects other Rare projects based challenges of its
was relatively small, to help with the element from RC Pro-Am – they were that proved influential in shaping Adventure Mode. Success
direction of the characters,” Pro-Am 64’s character line- in these challenges – and

We wanted to push the


he says. John remembers up: “As we were developing winning races – unlocks a
a badger protagonist and other titles at the same plethora of extra content
expensive hardware, “I recall
Adventure Racers featuring adventure element of time that were about to
launch with their own main
such as additional courses,
boss races, battle stages
Bumper on the title screen.
All of our development was the concept characters, such as Conker
and Banjo, we thought it
and a bonus world.

done using Silicon Graphics Kev Bayliss would be a great idea to


workstations – very much bundle them into the game.”
state of the art at the time – [with] radio controlled cars – and building upon A more unlikely inspiration explains
internal expansion boards containing that seemed to make sense.” Pro-Am 64 being structured around
N64 development hardware.” Richard But rather than cars, Pro-Am 64 ’s a central area connected to themed
dates his involvement as post-Wild team favoured karts, planes and worlds. “It was inspired by theme park
Cartoon Kingdom, “I did work on hovercrafts, although not before Kev design, I’ve always loved the work of the
Adventure Racers – development was all considered trikes. “We wanted to Disney Imagineers,” enthuses Lee.
command-line based and custom tools.” create a feeling that you were controlling Asked about the themes chosen
Lee’s expanded team soon gained toddlers on trikes. But they just didn’t feel for Pro-Am 64’s worlds, Lee says their
approval for their project to go into right to race in the game, and they didn’t platforming elements gave him license to
development, renamed Pro-Am 64 after look right either,” he says. follow design conventions. “It all comes
Rare’s NES classic. “Chris Stamper – Given his project was greenlit shortly back to the core concept of this being a
who was software engineering on the before Mario Kart 64’s release, it would platformer world, but with racing, so of
RTS – made the decision, and that was be reasonable for Lee to take inspiration course there needed to be fire world,
it! We started it in probably August/ from Nintendo’s racer, but the producer’s desert world [and] snow world – all the
September 1996. A decision was influences lay elsewhere. “We hadn’t usual suspects!” Kev reveals some

» Bumper eyeballs Diddy Kong on the Jungle Falls track » Targeting Banjo on one of Crescent Island’s sharp bends » Competitors must hatch three eggs in a nest to win the
while challenging Banjo for fifth place. proves too much for Diddy. Fire Mountain battle stage.

N64 Book | 143


developer » Diddy Kong drifts around one of the
tighter bends in Dino Domain’s Ancient
HighliGhts Lake course.

GOLDENEYE 007
(Pictured)
System: N64
plans for the game’s desert world.
“The dinosaur areas were going to The key to each track was
Year: 1997
BANJO-KAZOOIE
have more in the way of racing beneath
stampeding Brontosauruses and across that we played every one until it
System: N64
Year: 1998
the backs of huge dinosaurs,” he
highlights. “I don’t think we went that far was perfect
CONKER’S BAD due to the capabilities of the system.” Lee Schuneman
FUR DAY As well as world design, Pro-Am 64’s
System: N64 racing aspect required track design, a very particular about making the tracks effects – like the shields and boost
Year: 2001 multi-staged process initiated by Lee. nice to look at and almost try to lure the cones, [these] were 3D models with
“All the designs were done on paper. player off the main circuit to explore code to control their animation.”
I would sketch them out and then each environment by trying to ensure Pro-Am 64’s adventure aspect
one of the artists would build them in that every [aspect] of the tracks looked required Kev to create a series of
polygons,” he remembers. “We’d get interesting and involving.” cutscenes that formed a storyline. “Lead

A
them into the game engine fast and start software engineer Rob Harrison worked
driving around. We would go back and s Pro-Am 64 ’s worlds and on a animation editor that was tailored
fore, a little fine-tuning, and then I would tracks evolved so did the to suit the game,” says Kev. “I told Rob
have a tool that enabled me to edit props. AI governing of its cast of what I needed to create sequences,
The key to each track was that we played competitors, which Lee and he created an editor for characters
every one until [it was] perfect.” Kev likens to tabletop racing. “There were to follow motion paths. I could flag up
explains how the tracks were designed four ‘lanes’ – kind of like Scalectrix – and special effects, sound effects, and move
to encourage adventuring: “We were each lane was a different path around the camera around anywhere. This was
the track, some fast and others slow,” then used to create story sequences.”
he explains. “As you drove around you Collection-based challenges and
were ‘rubber banded’ to the other AI so unlockable competitors and tracks
they always felt close. However, for the helped broaden Pro-Am 64’s gameplay
highly-skilled we broke the rubber band and increase its replay value. “We
so the others couldn’t catch you up.” wanted something that would take a
John notes how each AI racer was made while to complete,” reasons Kev, “by
to feel distinct: “Each character had their adding the unlockable content I think we
own performance attributes that could added longevity to the game’s life and
be easily tweaked – for example, top fun factor.” John admits: “I remember
speed, acceleration and rate of turn.” the Greenwood Village silver coin
The addition of visually stunning challenge being particularly hard – I just
power-ups and weapons helped couldn’t complete it. Tim Stamper’s son
Pro-Am 64 realise its platforming managed it, and rang me up to ridicule
aspirations – often in hilarious style. me. He must’ve only been about ten!”
“There were certainly some clichéd Unsurprisingly, perfecting a
Wacky Races-style weapons!” platforming world of racing tracks
grins Kev. John elaborates, “the replete with polygon racers on unfamiliar
lead programmer, Rob Harrison, hardware provided challenges. “For
» Boss Bluey the Walrus invites implemented the weapons and power- quite a few of us, it was our first game
the player to race in an Adventure
Mode cutscene. ups. Paul Mountain wrote the software and we had a lot to learn,” concedes
for some of the associated graphical John. “Even for the team members

144 | N64 Book


THe making of: Diddy Kong Racing

» Future Fun Land’s Darkmoon Caverns features a » Timber loses fifth place to Diddy as the cheeky monkey
pair of high-octane loop the loops. cuts corners in Star City.

Memorable
Mascot Racers
More flagship character racing games
Mario Kart 64
» A shielded Diddy avoids losing one of four lives in the » A magnet power-up moves Diddy up a position in Sherbet ■ System: N64 ■ year: 1996
Darkwater Beach battle stage. Island’s Pirate Lagoon.
In order to run at top speed, Mario Kart 64
mixes polygon courses with pre-rendered
sprite karts. Although geared more towards
multiplayer than its predecessor and
weighted in favour of the AI competitors,
the game’s immersive worlds and polished
tracks provide a stylish racer that’s still
enjoyable to play solo.

Mega Man
Battle & Chase
who’d worked at Rare for a while it was Hard graft bolstered by an advertising ■ System: PlayStation ■ year: 1997
quite a transition moving to the N64. blitz befitting a Rare Xmas release Cleverly adapting the main series’ mechanic
In particular, the artists were having to ensured phenomenal critical and of claiming your opponent’s abilities, Battle
learn how to produce 3D models that commercial success for Diddy Kong & Chase rewards victories with the chance
were simple enough that they could Racing. “We had a great game with Pro- to strip defeated racers’ vehicles of their
be rendered and animated by the N64 Am 64, but with the name change and parts. Aside from Mega Man, various series
hardware in real-time.” marketing dollars it became a five million regulars are playable, with power-ups being
As the team strived to make Pro-Am seller,” Lee beams. “We were proud of obtained by running over various obstacles.
64 run faster, a clever compromise the impact in Japan where I believe it
saw them trade polygons for sprites. “I went to number one.” John comments
personally liked the sprite wheels, plane on the game’s critical success: “We’d Bomberman
propellers and hovercraft fans,” reflects been developing DKR in secret, so Fantasy Race
Kev. “This reduced the poly count for there’d been no build up in the press. ■ System: PlayStation ■ year: 1998
each vehicle creating a solid look on a I remember picking up the issue of a Given that Bomberman is maze-based,
relatively low number of triangles.” John Nintendo magazine where DKR was it’s unsurprising that Fantasy Race ditches
offers: “There was definitely a lot of revealed – that was the first article we’d the franchise’s mechanics in favour of
effort that went into making [the game] seen, and the response was fantastic.” conventional racing gameplay. Bomberman
mostly polygon based. Each vehicle / Asked for final thoughts, Richard still attacks his foes with bombs, but while
character combination was modelled at succinctly offers: “To this day, I still get a racing on Louies and Tirras, which can be
several levels of detail so as they moved buzz when I meet people that grew up traded for other mounts using race winnings.
further away from the camera they with DKR.” John ends on a note of pride:
switched to a simpler model.” “I’m still immensely proud of what we
The spring of 1997 saw Lee demo achieved, and it’s great that people still Crash Team Racing
Pro-Am 64 to E3 attendees including play it.” Kev has only happy memories: ■ System: PlayStation ■ year: 1999
Shigeru Miyamoto, which led to the “It was one of most fun games Clearly influenced by Diddy Kong Racing,
racer gaining a new frontman. “My main I worked on – it was a fab Naughty Dog put its own spin on Rare’s
memory is the reaction to the Tick Tock team to be involved with.” established formula to ensure their final
character for time trial – Miyamoto liked Lee’s last words on Diddy Crash Bandicoot title stood apart from
him! I imagine it was at this time that Kong Racing are heartfelt: its more wholesome muse. Imaginative
the Diddy Kong conversations happened “None of us knew what power-ups, kinetic gameplay and
with Nintendo and the Stampers.” we were doing, sumptuous visuals mark Crash Team Racing
A rebranding of Pro-Am 64 as Diddy but we loved out as a must-play racer.
Kong Racing posed Lee’s team few every
problems while raising their game’s second of
profile, but delays on Rare’s intended making it. Konami Krazy Racers
Christmas title, Banjo Kazooie, handed It’s still fun ■ System: GBA ■ year: 2001
them a challenging deadline. “By using to play, and I A spiritual successor to Super Mario Kart of
Diddy, we had a strong brand, which look back with sorts, Konami’s game uses a Mode 7-type
helped to make the game what it was,” fond memories.” technique to render its tracks. Krazy Racers
Kev says of the rebrand. On festive features not one but a dozen franchise
deadlines, John remembers: “Everyone Thanks to Lee, Kev, favourites from Konami such as Gray Fox,
pulled out all the stops – we worked John and Richard for Vic Viper and Dracula. The title delivers short
crazy hours to get it finished, but the sharing their stories but sweet courses and well-balanced
team pulled together brilliantly.” from the DKR barn. weapons and power-ups.

N64 Book | 145


The Collector’s Guide

Interested in
collecting for
Nintendo’s popular
64-bit console?
Mat Allen and
RetroCollect’s Adam
Buchanan are here
to offer their expert
advice, so you only
collect the best

146 | N64 Book


Ninte
The Collector's guide: nintendo 64

endo 64
» Manufacturer: Nintendo » Model: Nintendo 64 » Launched: 1996 » Country of Origin: Japan

N64 Book | 147


The Collector’s Guide

» [Above] There is a huge range of


different joypad colours. This all-gold
version tied in with the release of » [Above] RGB scart annoyingly
Rare’s GoldenEye 007. wasn’t included on the N64. A mod
does exist, but it only works on U.S. and
Japanese consoles and a certain French model.

» It may be massively popular now, but Animal Crossing’s beginnings were
very humble. The original N64 game wasn’t even released outside of Japan.

Why it’s Collectable later, fans which Nintendo may have never considered Something you would expect to send collectors away,
back then. Where collectors are concerned, the when in fact it does quite the opposite.
The Nintendo 64 is home to some truly majority of CDs haven’t survived the transition from The quest to find Nintendo games in good condition
groundbreaking titles such as Super Mario 64, new to used as well as they hoped. The poor design is often a driving factor for many N64 collectors. The
a pioneering platformer that opened the doors of the Sega Saturn cases (which left countless discs to fight against a clumsy mail service, poor packaging,
to many 3D adventures to come, along with ruin) and the cracked cases of Sony PlayStation games sticker residue and more importantly time, makes the
Conker’s Bad Fur Day, a title from Rare that shook often prohibits collectors from a quick purchase. hunt just as entertaining as the games themselves.
the politically correct foundations of gaming as Games released for the Nintendo 64, however, remain With many collectors now fighting this battle together,
we knew them. But what about the other side an easy and reliable acquisition due to their robust a real rise in the value of N64 games has begun to
to the Nintendo 64? We all know what its best and reliable shape. With every game sat in a desirable show, as many collectors challenge themselves to find
games are, but what about the most collectible, and aesthetic curved cartridge, the form factor of the games that could be mistaken for being brand new.
rarest and most desirable games? Nintendo 64 was always more polished than the other However, it should be noted that it isn’t just the
Many undiscovered and rare items can be found consoles on the market at the time. packaging and aesthetic value of the Nintendo 64
within the Nintendo 64 library, which are often the While these cartridges may have survived a good which drives collectors. The variety and wealth of
centrepiece of a tussle between collectors. For a decade and potentially many more to come, their enjoyable titles on the Nintendo 64 makes it all the
system with only 242 games released in PAL regions, packaging often remains in a much different state. Just more worthwhile collecting them, often more so
it is also a decent starting point for new collectors. like every other console released under the Nintendo than other consoles available. Alongside the obvious
Nintendo opted against using optical media for brand before the N64, the games for the system were and desirable games, hard-to-find titles like Aidyn
the N64, which ultimately lost the company its long- packaged in gorgeous yet flimsy cardboard boxes. Chronicles and Hercules: The Legendary Journeys are
standing connection with the Final Fantasy series. But Over the years, the inevitable arrival of accidental and finding their way into gamers’ collections for the very
in reality it also gained it a fair few fans many years storage damage is often seen with Nintendo boxes. first time. The rarity and obscurity of these previously

148 | N64 Book


The Collector's guide: nintendo 64

Did You Know?


■ A large number of N64
games were only released
as rentals in chains like
Blockbuster. As a result,
they’re very desireable due
to their rarity and the fact
that many of them are often
incomplete, as stores would
often just rent out cartridges.
Rental-only games include
Indiana Jones And The
Infernal Machine, Razor
Freestyle Scooter, NFL Blitz
Special Edition and the highly
rare (especially in complete
» eBay sales might dictate otherwise,
condition) Clayfighter 63 1/3:
but the Pal version of Paper Mario isn’t Sculpter’s Cut.
actually that hard to find. It’s just pricey.

» Just a small section of games from Janne


Kaitila’s impressive N64 and N64DD collection.
He’s been collecting seriously for around five
years and has amassed 394 games.

» Certain websites like NTSC-UK.com


feature collectors who collect N64 games
in the order they were originally released,
using old magazines as useful play guides.

little-known N64 games comes as a real bonus to new Backup Z64 brought to the N64 the ability to backup With all these collecting tips in mind, it should be
collectors seeking new experiences. cartridges onto Zip disks (or a hard drive with a bit of obvious by now why the Nintendo 64 is so highly
As we all know, Nintendo is no stranger to new modification) alongside the V64 Jr, which offered a regarded. However, this reputation goes much further
iterations of its hardware. With countless versions of similar approach via a parallel port on a PC. Coming than the packaging and desire of each title, right down
the Game Boy available, it came as no surprise when from an ‘unofficial’ background, and with few places to to the sheer quality of games created by Nintendo
Nintendo began to release variations of the Nintendo purchase them from, these backup units sold in very for its 64-bit system. Titles such as The Legend of
64. Enticing bundles began to arrive such as the small quantities. Taking into consideration the added Zelda: Ocarina Of Time and Paper Mario to this day
GoldenEye 007 set including a golden control pad and functionality these devices offer, along with their hold many top spots on lists of the greatest games of
the Pokémon Stadium set featuring a Pokémon VHS elusive nature, they’re inevitably the subject of a long all time, often accompanied by the likes of GoldenEye
tape and branded console. It goes without saying line of collectors stepping up to fight for the winning 007, Super Smash Bros. and Mario Kart 64. With such
that these often take centre-stage in a fully-fledged bid on every unit that comes under the hammer. a strong selection on offer, the already rising value and
eBay bidding war, but the real collectors often have Last but not least, even the gamers who tend to competition of individual titles is only heightened by
their eyes set on a more attractive set of consoles. prefer their games arriving from abroad have more the playability of the system as a whole.
Released late in the life of the Nintendo 64, semi- than enough to shout about. On offer lies a rather So the next time you place a recent Nintendo 64
transparent consoles began to appear on the shelves small yet quaint catalogue of many import-friendly purchase into your collection, take a minute to step
in a vast range of colours. Out of the bunch, the two- titles constantly changing hands. With heavy-hitting back and remind yourself of the potential collection
tone clear blue and white console is often found sitting titles Tsumi To Batsu: Hoshi No Keishousha (also you soon could be housing. With countless console
at the top of collectors’ want lists, as its exquisite known as Sin & Punishment ) and Bakuretsu Muteki variations of equal worth, a huge back-catalogue of
appearance and unforgettable rarity go hand in hand. Bangai-O amongst the pickings, the Japanese auction fantastic games and a library of rare treasures to be
Putting official releases aside, even the pirates had sites have grown tired of foreign competition for their had, there has never been a better time to get into
a good thing going on the N64. Devices such as Mr own treasures. collecting for the Nintendo 64.

N64 Book | 149


The Collector’s Guide
ThePeripherals

» A number of games were cancelled


for the 64DD , including Cubivore:
Survival Of The Fittest, Earthbound 64
and SimCopter.

The 64DD unit rewritable aspect of the media opened the possibility
of countless customisation, real-time updating, and
Gamecube disc. The other is Mario Party, suggesting
Hudson planned to release expansions on disk but
The 64DD (Dynamic Drive) unit, on the surface, hopes of establishing another form of cheap mass they ended up as seperate cartridges instead.
appeared to be a strategic decision for Nintendo, storage, essential to compete with the CDs being The unit itself was made available from December
in light of the exterior add-ons available for its used by the Sony PlayStation. 1999, although the actual online RANDnet service
previous two consoles: the FDS for the Famicom Whatever the reasons Nintendo had for delaying the didn’t begin until February 2000. Subscribers had the
and the Satellaview for the Super Famicom. In unit, it caused irreversible damage to development and ability to order future software through the service,
Japan, at least. The reality was a lot less smooth. the cancellation of most projects assigned to it. Some which was the only way to acquire it, chat to other
First announced in 1995, it took Nintendo another of the games ended up on normal cartridge (Ocarina users, swap scores, play demos and browse the
four years to finally release the unit. Anticipating low Of Time, Hybrid Heaven, Paper Mario, Ogre Battle internet. By the end of 2000, however, Nintendo
sales from the off, the unit wasn’t even initially sold via 64), but the rest disappeared, including games such cancelled the project, and in March 2001 the online
retailers, but as part of a year-long subscription service as Cabbage, Jungle Emperor Leo and Dezaemon DD, service was stopped completely. In effect, the 64DD
that guaranteed an online connection (via RANDnet) together with all add-on disks bar the F-Zero kit. unit had a lifespan of only twelve months.
and availability of software. To date, only two other games are known to still Discounting the RANDnet access disk itself, there
Specifications-wise, the 64DD did have potential. have the ‘hook’ programming within their code to were only nine pieces of software released for the unit
Many games in the early days of N64 development access the 64DD unit during play. Ocarina Of Time in that year. For the most part they are not tricky to
were planned to either be sold for or interact with is the more well known, given hackers split the code track down, although the last two programs, Kyojin No
the unit. Gamers drooled at the prospect of a more apart and discovered when the game would have Doshin: Kaihou Sensen Chibikko Chikko Daishuugou
expansive Zelda than was ever thought possible on looked for new data from the 64DD. Thankfully, that and Japan Pro Tour Golf 64 are hard to find by virtue
cartridge, or the ability to dynamically alter worlds project was one that was finally released in the form of their lateness, the aforementioned online-only
depending on choices made during the game. The of the Master Quest on the first promotional Zelda availability and a low print run (3,000) of each.

150 | N64 Book


The Collector's guide: nintendo 64

01. Keyboard
...and the rest ■ The keyboard was designed and
supported only via the RANDnet service
with the N64DD unit, allowing members
to properly type emails and messages
to other users without having to rely on
a convoluted and frustrating on-screen
input system. Ergonomically it looks
much like a PC (rōmaji) keyboard but with
added symbol functionality.

02. Rumble Pak


■ The Rumble Pak was bundled with
Starfox 64 (or Lylat Wars in Europe) and
then sold separately a few months later.
Arguably the inspiration for rumble being
included inside controllers since, it was
supported by a staggering amount of
games, although only a few of them (such
as Ocarina Of Time) actually used it for
02 specific gameplay functionality.

03. Expansion Pak


■ Initially bundled with Donkey Kong 64
01 03 (and, in Japan, Majora’s Mask and Perfect
Dark) along with the 64DD unit itself, the
Expansion Pak increased the memory
of the N64 from 4MB to 8MB. While the
aforementioned three games were the
only titles that required the extra memory
to function, many other titles supported

04 it to provide either higher resolutions or


better quality textures.

04. Bio Sensor


■ The Bio Sensor was a Japan-only
device designed to interact with Tetris
64, where one end plugged into the
controller and the other clipped onto the
player’s ear. While the game delivered the
expected Tetris experience, one mode
sped up or slowed down the action based
upon the player’s heart rate. Limited for
sure, but a curiosity nonetheless.

05. Hori controllers


■ While these Hori controllers are for
the N64, it is curious to note they share
a number of characteristics with the

05 Gamecube controller. Released in 2000,


evidently Hori must have been privy to
some of Nintendo’s upcoming design
ideas and used them accordingly.
Available in a range of colours, they are
06 07 quite ergonomic and highly sought after.

06. Transfer Pak


■ The Transfer Pak plugged into the
controller and enabled the N64 to transfer
data between Game Boy cartridges and
compatible N64 titles. While likely created
for Pokémon players to transfer and
compete using their Game Boy rosters in
Pokémon Stadium, it was also useful for
importing user created players into Mario
Golf and Mario Tennis.

07. Import Adaptor


■ Due to the N64 having so many great
games that weren’t released on PAL, it
makes sense to own an import adaptor.
The Passport 3 Adaptor is one of the
best due to its high compatability with so
many essential games, but the one we’ve
featured here is also worth considering.

N64 Book | 151


The Collector’s Guide
Top 5 Games to play
01. Super Mario 64 02. The Legend of Zelda
■ Setting the 3D platformer standard Ocarina of Time
for many, many years to come while ■ Often referred to as the greatest
offering hours of gameplay, Super adventure game of all time, Ocarina
Mario 64 should be the first game to Of Time has won many gamers over
arrive in any Nintendo 64 collection. and put the Zelda series into the
limelight for a lifetime.

03. GoldenEye 04. Mario Kart 64 05. Super Smash Bros.


■ While it hasn’t aged gracefully, ■ Picking up from where the Super ■ Ever wondered who would win
Rare’s first-person shooter Nintendo classic left off, Mario Kart in a battle between Pikachu, Samus
GoldenEye 00 7 holds many special 64 is easily the best four-player party and Link? An amusing four-player
memories for N64 gamers and has game around, offering hours of brawler, Super Smash Bros. leaves
plenty to offer for newcomers. friendship-breaking gameplay. no room for niceties between friends.

Play These next

Banjo-Kazooie International Superstar Soccer 98 Pilotwings 64 Blast Corps F-Zero X

Conker’s Bad Fur Day Perfect Dark Space Station Silicon Valley Excitebike 64 Pokémon Snap

152 | N64 Book


The Collector's guide: nintendo 64

Top 5 import games


01. Susume! Taisen 02. Ogre Battle 64:
Puzzle Dama Toukon! Person of Lordly Caliber
Marumata Chou ■ Although it has been available on
■ Get ready for a Konami’s quirky the Virtual Console for some time, the
cross between Puyo Puyo and original US version of this cult SRPG
Columns. Match three or more to continues to climb in price.
start chain combos in this great two-
player puzzler. Highly recommended.

05. Tsumi to Batsu -


03. Harvest Moon 64 04. Bakuretsu Hoshi no Keishousha
■ The follow up to the popular SNES Muteki Bangai-O (Sin & Punishment)
game never appeared in the UK, ■ One of Treasure’s finest on the ■ The cream of the crop and easily
so if you want an English language system is also one of the most the most desirable title from the
version you’re going to have to have expensive. This addictive shooter will import Nintendo 64 library. On-rails
deep pockets and look abroad. set you back a fair amount if found in shooter Sin & Punishment is a
good condition. genuine treasure worthy of a space in
any games collection.

Import these Next

Nightmare Creatures Asteroids Hyper 64 Fighter Destiny 2 Razor Freestyle Scooter Star Soldier: Vanishing Earth

Dance Dance Revolution Disney


PD Ultraman Battle Collection 64 Dancing Museum Dobutsu No Mori Neon Genesis Evangelion Goemon: Mononoke Sugoroku

N64 Book | 153


The Collector’s Guide
Top 5 Rarest PAL games
01. Airboarder 64 02. Hercules: The
■ Attempting to muscle in on Tony Legendary Journeys*
Hawk’s territory, Airboarder 64 is a ■ This lackluster attempt to steal
mediocre futuristic boarding game Zelda ’s spotlight went pretty much
with little to offer other than its unnoticed, as Titus’ adventure game
impressive rarity. Hercules is nothing but an unplayable
mess. Sadly, what doesn’t sell well
becomes rare.

03. Major League Baseball 04. Snowboard Kids 2* 05. Starcraft 64*
Featuring Ken Griffey Jr* ■ Regardless of the popularity of ■ Starcraft made its way onto the
■ To the majority of European the first Snowboard Kids game, the N64 in 2000, but remained exclusive
audiences, Baseball is an American sequel remains almost unheard to Australia and North America. Its
sport. The Australians, however, of, and in terms of PAL regions rarity and very high price tag will no
would disagree, as would their PAL- exclusively released in Australia. doubt send you looking for the PC
exclusive Baseball release for the version instead.
Nintendo 64.

Get these next

Aidyn Chronicles: The First Mage Gex 3: Deep Cover Gecko Knockout Kings 2000 Off Road Challenge AeroFighters Assault

Mortal Kombat Mythologies:


Rocket - Robot On Wheels Blues Brothers 2000 BattleTanx: Global Assault Sub Zero HSV Adventure Racing

154 | N64 Book * These US versions are easier and cheaper to secure than their Pal counterparts
The Collector's guide: nintendo 64

the jewel in the crown


Every system has a game that all collectors would love
to own no matter its cost. This month, we examine the
lavish Majora’s Mask Limited Edition Adventure Set

The Watch
■ Considering that The Legend Of Zelda: Majora’s
Mask deals with time travel, it should come as no
surprise to learn that a watch was included with this
limited edition pack. The watch was only released
with the box set, so just 1,000 exist.

The CD
■ The music of Majora’s Mask is incredibly
ambitious in scope – so much, in fact, that it needed
to be crammed onto two CDs. Although it contains
no additional tracks, it does feature a totally different
cover to the commercial release.

The T-Shirt
■ A high-quality T-Shirt finishes off the Limited
Edition Adventure Set. Featuring the logo that
adorns the original box, it’s a fitting addition to the
box set and rounds off an impressive package. Just
be aware that it’s only available in size Large.

Special thanks to Janne Kaitila for giving us access to his collection and to Jan Baart and Lasse Erkola N64 Book | 155
The Collector’s Guide
the Complete check list of PAL N64 games*
Very Rare NHL Breakaway 98
Aidyn Chronicles: The First Mage NHL Breakaway 99
Airboarder 64 NHL Pro 99
BattleTanx: Global Assault Nuclear Strike 64
Fighting Force 64 Olympic Hockey 98
Gex 3: Deep Cover Gecko Penny Racers
Hercules: The Legendary Journeys PGA European Tour
Knockout Kings 2000 Power Rangers (Saban’s): Lightspeed Rescue
Madden NFL 99 Racing Simulation 2 Quake
Major League Baseball Featuring Ken Griffey Jr RakugaKids
Mortal Kombat Mythologies: Sub-Zero Rampage 2: Universal Tour Mace: The Dark Age
NBA Pro 99 Rat Attack Madden Football 64
NFL Quarterback Club 2000 Roadsters Mario Party 3
Off Road Challenge Robotron 64 Monster Track Madness 64
Resident Evil 2 Rush 2: Extreme Racing USA Mortal Kombat 4
Rocket: Robot On Wheels Shadowgate 64: Trials Of The Four Towers Mystical Ninja Starring Goemon
San Francisco Rush 2049 Spacestation Silicon Valley NBA Hang Time
Snowboard Kids 2 Tarzan (Disney’s) New Tetris, The
Starcraft 64 Top Gear Rally 2 NFL Quarterback Club 98
Top Gear: Hyper Bike Tony Hawk’s Pro Skater 2 Operation Winback
Rare Tony Hawk’s Skateboarding Paper Mario
Aerofighters Assault Toy Story 2: Buzz Lightyear to the Rescue! Paperboy
Blues Brothers 2000 Vigilante 8 Pokémon Stadium 2
Centre Court Tennis War Gods Premier Manager 64
Chameleon Twist 2 WCW Mayhem Quake
Charlie Blast’s Territory Uncommon Quake II
Conker’s Bad Fur Day Aero Guage Rainbow Six (Tom Clancy’s)
Destruction Derby 64 All Star Tennis ‘99 Rampage: World Tour
F1 Racing Championship All-Star Baseball 99 Re-Volt
Flying Dragon All-Star Baseball 2000 Ready 2 Rumble Boxing
Gauntlet Legends Army Men: Sarge’s Heroes Road Rash 64
Hexen Banjo-Tooie Rugrats In Paris: The Movie
Hydro Thunder Bass Hunter 64 S.C.A.R.S.
International Superstar Soccer 2000 Batman Of The Future: Return Of The Joker San Francisco Rush: Extreme Racing
Kirby 64: The Crystal Shards Bio F.R.E.A.K.S. Scooby Doo!: Classic Creep Capers
Milo’s Astro Lanes Castlevania: Legacy Of Darkness Snowboard Kids
Mortal Kombat Trilogy Chameleon Twist South Park: Chef’s Luv Shack
Chopper Attack South Park Rally
CyberTiger Starshot: Space Circus Fever
Daffy Duck Starring As Duck Dodgers Supercross 2000
Daikatana Superman
Dark Rift Taz Express
Donald Duck Quack Attack (Disney’s) Tigger’s Honey Hunt
Doom 64 Tom And Jerry In Fists Of Fury
Dual Heroes Tonic Trouble
Duke Nukem 64 Top Gear: Overdrive
RakugaKids
Duke Nukem Zero Hour Turok 3: Shadow Of Oblivion
Mystical Ninja 2 starring Goemon Extreme-G XG2 Turok: Rage Wars
NBA in the Zone 2000 G.A.S.P.!!: Fighters Nextreme Twisted Edge Snowboarding
NBA Jam 99 Gex 64: Enter the Gecko Vigilante 8: 2nd Offence
NBA Jam 2000 Holy Magic Century Virtual Chess 64
NBA Live 99 Hot Wheels: Turbo Racing Virtual Pool 64
NBA Live 2000 Iggy’s Reckin’ Balls Wayne Gretzky’s 3D Hockey
NBA Pro 98 Killer Instinct Gold Wayne Gretzky’s 3D Hockey ’98
NFL Quarterback Club 99 Knife Edge WCW/NWO: Revenge
NHL 99 Lode Runner 3-D WCW/NWO: World Tour

156 | N64 Book


The Collector's guide: nintendo 64

Extremely Rare Very Rare Rare Uncommon Common Very Common


Games that have less than a few Very hard to come by. Expect to see You should be able to source these You won’t find them straight away, Always just a click away for the So common you’ll find them in
dozen known copies available. only a couple of copies per year. in a reasonable amount of time. but you will after a search. average collector. virtually any bundle of games.

Wetrix South Park


World Driver Championship Star Wars: Episode 1: Battle for Naboo
World League Soccer 2000 Star Wars: Episode 1: Racer
Worms Armageddon Star Wars: Shadows Of The Empire
WWF Wrestlemania 2000 Super Smash Bros.
Xena: Warrior Princess Tetrisphere
Common Top Gear Rally
007: The World Is Not Enough Turok: Dinosaur Hunter
Armorines: Project S.W.A.R.M. Waialae Country Club: True Golf Classics
Automobili Lamborghini WipEout 64
Beetle Adventure Racing! WWF Attitude: Get It!
Blast Corps WWF No Mercy
Body Harvest WWF War Zone
Bomberman 64 Yoshi’s Story
Bomberman Hero Very Common
Buck Bumble 1080º Snowboarding
Bug’s Life, A Banjo-Kazooie
Bust-A-Move 2: Arcade Edition Diddy Kong Racing
Bust-A-Move 3 DX Excitebike 64
Carmageddon 64 Extreme-G
Castlevania F-Zero X
Clayfighter 63 1/3 F1 Pole Position 64
Command & Conquer FIFA 64
Cruis’n USA FIFA 99
Cruis’n World FIFA: Road to World Cup 98
Donkey Kong 64 GoldenEye
Earthworm Jim 3D GT 64: Championship Edition
ECW: Hardcore Revolution International Superstar Soccer 64
F1 World Grand Prix International Superstar Soccer 98
F1 World Grand Prix II The Legend Of Zelda: Ocarina Of Time
Fighters Destiny Lylat Wars
Forsaken Mario kart 64
Glover Mario Party
Hybrid Heaven Mario Tennis
International Track & Field: Summer Games Mission: Impossible
Jeremy McGrath Supercross 2000 Pilotwings 64
Jet Force Gemini Pokémon Stadium
Kobe Bryant in NBA Courtside Star Wars: Rogue Squadron
The Legend Of Zelda: Majora’s Mask Super Mario 64
LEGO Racers Turok 2: Seeds Of Evil
Magical Tetris Challenge V-Rally: Edition 99
Mario Golf Wave Race 64
Mario Party 2 World Cup 98
Mickey’s Speedway USA
Micro Machines 64 Turbo
Mischief Makers
Multi Racing Championship
Nagano Winter Olympics ’98
NASCAR 99
Perfect Dark
Pokémon Puzzle League
Pokémon Snap
Rayman 2: The Great Escape
Ridge Racer 64
Rugrats: Treasure Hunt
Lylat Wars
Shadow Man

* Rarity guide courtesy of RetroCollect. Head to www.retrocollect.com for more information N64 Book | 157
Kirby 64:
The Crystal Shards
IT doesn’t shine as bright as we hoped
» retrorevival

» Nintendo 64 » Hal Laboratory » 2000


Sadly, Nintendo’s one and only Kirby game for the
Nintendo 64 isn’t an amazing one. It’s not terrible, but
it’s clearly a little lacking when compared to some of the
early and later Kirby offerings.
Perhaps the biggest issue with it is that it’s far too easy,
offering little to no actual challenge. Enemy power-ups
are plentiful; you can’t seem to waddle anywhere without
bumping into a piece of food, while Kirby’s own ability to fly enables him
to get past many barriers in the game. It’s the perfect game for younger
gamers, but it’s not really going to give older ones too many issues. In fact
some might even argue it’s rather boring, with Kirby merrily trundling along
the 2.5D pathways dispatching any enemies that wander into his way.
While Kirby’s quest for the titular crystal shards is a simple one, there are still
some highly entertaining moments throughout its run time. One of my
personal favourites can be found early in the game and involves a little minx
who constantly draws enemies that come to life and attack you. Initially they
prove to be no problem at all, but as the little girl get more agitated with your
success she draws bigger and bigger monsters. It’s a great little moment,
made even more endearing by the way she hides behind her easel as you
battle her latest creation. Eventually she’ll run out of meanies and attack
you herself, only to be easily overpowered by your heroic pink blob. You
almost feel sorry for her. Almost…

158 | N64 Book


N64 book | 159
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T h e u l t i m a t e c o l l e c t o r ’ s g u i d e t o N i nt e n d o 6 4

Over

60
iconic games
The inside

BOOK
• The key releases that defined Nintendo’s 64-bit console
• in-depth features on super mario 64 and other n64 classics
• interviews with industry experts and gaming legends
9000

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