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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.
BOOK
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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
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.
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.
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.
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.
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.
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.
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.
Genre-Defining Games
When Nintendo created the N64, it couldn’t
have foreseen the impact that some of its
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.
■ 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.
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.
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 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.
52 53
likes of Konami and Capcom seemed few and far
between so maybe that allowed Western developers to
stand out even more.
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.
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
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
» 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
N64 Book | 29
PERFECT TEN GAMES
GoldenEye Super Mario 64 F-Zero X
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
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
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.”
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.”
36 | N64 Book
super mario 64: Nintendo’s 3D game-changer
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…
38 | RETRO GAMER
super mario 64: Nintendo’s 3D game-changer
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.
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
Chris Sutherland
to provide
ly move to positions, likely
» The camera would intelligent
a helpful perspective.
40 | N64 Book
super mario 64: Nintendo’s 3D game-changer
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
N64 Book | 43
International
Superstar Soccer ’98
Building a legacy, PES by PES
» Nintendo 64 » Konami » 1998
» RETRO REVIVAL
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
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
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
N64 Book | 57
barbarian
58 | N64 Book
THE MAKING OF: goldeneye
» The sniper rifle, a joy to use and essential for getting the drop on the enemy.
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
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
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.
66 | N64 Book
minority report: Nintendo 64
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
RETRO
N64 Book | 69| 69
GAMER
How
Rare
ruled
n64
70 | N64 Book
How Rare ruled the n64
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.
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
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.
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
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
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
» 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
Mario Super
Tekken 2 Return Fire Doom Kart 64 Mario 64 Terracon
76 | N64 Book
How Rare ruled the n64
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.
78 | N64 Book
How Rare ruled the n64
N64 Book | 79
Mario Kart 64 It’s all about the multiplayer
» retrorevival
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.
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.
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
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.
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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…
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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
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.
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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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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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.
Perfect Dark
■ Developer: Rare
■ Year: 2000 ■ Genre: First-person shooter
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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
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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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)
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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”.
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READER
CHOICES’
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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
» Publisher: esp
» Developer: treasure
» Released: 2000
» System: Nintendo 64
» Genre: run-and-gun
» Can’t Import? THen why not try: Panzer Dragon Zwei
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
» 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
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.
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
» 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
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
Sniggers
handling. Structurally, the missions
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.
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.
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
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.
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).
PERFECT POLYGONS
The enemies and creatures that feature on Turok’s kill-list
giant
beetle
giant
dragonfly killer plant
alien
infantry
cyborg
leaper
ancient
warrior
demon lord
Dimetrodon
raptor
Poacher
Purlin
Campaigner’s
Soldier
Campaigner’s
Sergeant
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!
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.
CLASSIC MOMENTS
Mischief Makers
M
» Platform: Nintendo 64 » Developer: Treasure » Released: 1997
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,
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
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
> A Gaming Evolution Tomb Raider > Shadow Man > Mirror’s Edge
» 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
» 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.
» 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.
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?
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
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.
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
» 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.
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
» 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.
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
endo 64
» Manufacturer: Nintendo » Model: Nintendo 64 » Launched: 1996 » Country of Origin: Japan
» 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
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.
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.
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.
Conker’s Bad Fur Day Perfect Dark Space Station Silicon Valley Excitebike 64 Pokémon Snap
Nightmare Creatures Asteroids Hyper 64 Fighter Destiny 2 Razor Freestyle Scooter Star Soldier: Vanishing Earth
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.
Aidyn Chronicles: The First Mage Gex 3: Deep Cover Gecko Knockout Kings 2000 Off Road Challenge AeroFighters Assault
154 | N64 Book * These US versions are easier and cheaper to secure than their Pal counterparts
The Collector's guide: nintendo 64
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
* 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
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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
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