SEPTEMBER 1997
rcs £2.95
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@ZELDAG64. ©
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ICIECIEG
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Ye colt U1)
truly follow the
way of N64...
Dect Clg
PUT Tul CeCe elt
games console ever created,
FUT: Bare oe Ltd at Uae ey
stele
DUE eC Ul
Nintendo 64 games, from
Europe, America and Japan.
N64 Magazine employs only the
; Pore la e
N64 Magazine plays the big
games properly - through to the
end, no matter how hard they
are - before passing judgement.
N64 Magazine packs every page
with vital tips and secrets.
x _ N64 Magazine is completely
: Terre Peey-ee t)
\ very latest exciting pictures of
new N64 games from around
AC: y
ee MU etd Col Mle a dC |
Ce em EU
when it could be writing
emma Tl 9
Page ae
Det Ue Ceo)
all aspects of N64 gaming
whenever its readers might
need it.
Put ee a ae
Nintendo 64 fan could possibly
want, every month.
err A
Grasshopper, will
ee Ce etm te)
WELCOME TO
he letters R, P and G used to send a shiver down my spine.
When they were used together in that order, that is.
Oe MoM Wooo Aol
have been ridiculous. But then | played Zelda on the SNES. —
“This isn't an RPG,” | argued. “It hasn't got ores in it, or
500-word descriptions of oaken tables, or miles of identical 3D
corridors. And it's not so boring it makes me feel sick.”
“Ah, but it is an RPG,” they replied. “But a console RPG,
PRU completely Picea all those RPGs you were
forced to review on the PC." ’
There aren't any role- peat
yet. But! There soon will ae oe
unlike anything you'll have
and Mother 3 all look absolu
discovers in his huge preview start
Ve've"been almost suffocated
arioKart 64 Championship. Sorry if your
op 100 (on page 55), but the compe’
we really to believe that Vincent Coyne h
laps of Mario Raceway in 1'02"68? We
Walt] Marca mano MARANA ame ar-Uanlol(e)
climax and we ask for proof of every
OULU TAL MATa eM NLL EL |
I'm stuck on a crosswore
catty, but not to start with",
letter as H, the sixth lette
EIST aaa TO ee
There are ju
op
foltite
Colm neal lo
great ones, too, completely
Magic Century
rry, ‘FuSoYa'
Olas) aida (cma rome) ele
hasn't made it into
1as been fierce. Are
slaretxe mo me(O Malka
t find out for sure
eaches its exciting
S performances on video,
the one to beat. |
clue's “Most irritating or ee
S Bran once deal yer
-and the last letter as T. Ug
a few eae Malas
Magazine has to°go off to the printers — lon a
that Gank eeneanies just arrived f
weirdest game any of us have ever s
‘to tell you
an, and is by far the
e ‘Game Over' screen,
or example, consists of
two men hula-hooping
suggestively around a
disco dancefloor in
their underpants. We'll
have more on it in the
al ama SI0 [on
Jonathan Davies
Editor
GO! B
GO!
September 1997 h I 6
N6, | FOR NINTENDO 64 FAN
— ——————ES a
bY tas Medi
page
WAYNE GRETZKY'S
3D HOCKEY
New to the UK this ti .
month is just about § 4
the finest ice
hockey game you
can imagine.
NBA HANGTIME
NBA Jam soldiers creakily on.
Now it's translated
into English, we
can work out what
Falco's on about.
FuSoYa (ahem) » Pei met a
peers into the Lae SHINDOU SUPER MARIO 64
Pe ee AND WAVE RACE
Us X® Two old favourites made Rumble-
Pak-compatible for the Japanese.
Mother 3, ral
and the rest. %y
\)
Starts on page Z
We may never need 4 And the headlines this month are that Namco s
PRT EE CH L017 Namco to convert Dozens of guns, are doing N64 games, and Starfox is, well...
Harvest, DMA are Ridge Racer if this is hundreds of baddies
workingon this. as good as it looks. —_and four players. 18
“s — 7 — We thought we'd covered every new N64
— game once and for all in last issue’s E3
_ wes, coverage. But no! Henceforth, many, many
a : ee pages of pictures and info about the latest
— a cong ag Nintendo 64 games for you to consume.
Starts on
page
get those elusive
‘perfects’ in jaz
Pilotwings 64
A bewilderingly detailed
guide from the begoggled
Zy Nicholson.
a.work out
what your
choice of Mario
Kart character
says about you
Do you always play as the same
character? Course you do. But what
does it all mean, exactly? Le And also starring...
Jon Smith's been playing NBA Hangtime for us, but was completely baffled by
in N6 Lad Max's gift. And Zy's put together an incredibly detailed Pilotwings 64 guide, but
os C= A Mario Kart 64 was similarly confused. We worked it out in the end, though. (Turn to page 16.)
» \° Championship REGULARS
71) Hark at the sound of N64 Magazine hitting your doormat.
72) More tips, including goodies from the Nintendo Hotline.
a CoN ea oe emo Om COMM CA ELEN
36) Every N64 game in the shops, reviewed and rated.
10 / Collect the set! We have.
y Eh? You want another one? But we're exhausted...
September 1997 Ss
FUTURE LOOK
PLANET,
ON6{ .....
fter a barnstorming
PE Uma UL)
show last month, DMA's
eee
Silicon Valley has suddenly found
itself in the enviable position of
being one of the most hotly-
ETc tom lice yam OM)
development for the Nintendo 64. Its
immaculate blend of eye-testing
colours, stylised environments and,
erm, sheep on wheels had the
international press spellbound in
ONE OAU emule) ROL UCL aed
six months left before it take$ to the
ite) Ream ole
N64 to come over all Dr Doolittle?
Space Station: Silicon Valley, to
Winter '98
PNPM CU Cze]
development just under a year-and-
a-half ago at DMA's Dundee HQ, yet
the original inspiration came much
earlier. Lead programmer Lesley
Benzies explains: “The idea for the
game @ame from our boss man, Dave
Jones. He's full of bizarre, original
stuff and he actually came up with
the concept for Silicon Valley many
years ago”. :
Ah, the goncept. Just how = *
exactly do you justify having bears
who juggle? “Well, basically,”
continues Lesley, “an experimental
spaceship is sent to study evolution.
The ship disappears and nothing is
heard from it until 500 years lates
EXCLUSIVE! NEW PICS OF DMA'S BRILLIANT STRANGE-’EM-UP
when it re-enters our solar system.
Two mercenaries, Dan Danger and
Evo, are promptly sent to investigate.
Evo is a robot capable of interfacing
with the robotic animals that were
sent with the space station, and his is
the character you, initially control.”.
Yeah, but bears that juggle?
“When Evo and Dan arrive, they find
that the animals have evolved into
loPeUic me cM eet eC Melee tT-Le
flies and rabbits with helicopter ears.
Your goal is to collect the DNA
structure from each animal and to
solve the various puzzles you need to
actually become them."
The puzzles in Silicon Valley will ,
only work once you've transformed
into the animal they're meant for,
and the difficulty is equal to the stage
you're at in the game. So in the
earliest levels, to reach the top of a
mountain you might simply have to
seek out a bird (albeit a bird with
RAF markings on its wings). Later on,
to make a cross-valley jump — with
Tarp ar WalLel colar cre RUA
immediate vicinity - you might have
to employ the services of something
Ulin marl ea L oo tT
aforementioned sheep on wheels.
Needless tg say, the whole thing .
oozes finely-tuned playability.
“E3 was very
TNCs Om Ee Coto
moon aE sey GO!
1
ANIMAL BARMY
Don't believe you can have a polar bear with tank
treads? That's only the beginning...
Firefox
His Bdhfire-Night-style
jacksy mean proceedings
look like the aftermath of
a particularly feisty night
at the Raj Poot.
Football pitch-sized
bd Fatty
Useful for impressing
the froggy ladies and
cere arama elem eLareun
from the other side of
Atanas
Flying Rabbit
Well, the March hare
could amble about a bit,
OU MAMA meso lcelel cate}
rotors and flew around!
Ply eT rtd
Presumably his bowl of
Pedigree Ghum had something
oui mam ian MUO Uae
PS hehe feoPl ets
Skiing Polar Bear
Already faster and better than
Eddie The Eagle.
BIT eS aetg
No ‘bear necessitates’ here. Just,
mares are O
N64 ©
oJ
Bd September 1997
® |
positive feedback," says Lesley of | y ‘a | | | ‘Ta@\.\
Silicon Valley's first American show : p
experience. “A few guys said it was
FUTURE LOOK
the most original game at the show, — « Beer el cam Clae ye lL
Malle) tem Uae CM ode show how the animals can change their
fun to play. Most people commented eure sem Umeda alate)
on the feel of the animals and the cs which other animals they pick upon. Not all
bizarre look." And with the game the ‘morphs’ included here have made it into
rattling through its development — the final version, but it's a fascinating look
the project is about 75% complete Elam eae ey CRU RUC
and should be finished about into being.
peta this year and in the shops
‘a few months later — it seems we
won't have long to wait for DMA's *
first 64-bit title.
And DMA seem highly
impressed with Nintendo's hardware.
“The N64 has helped greatly
because it does most of the hard
work for us, such as es
a and playing music,” Lesley
says. “This allows us to get on with
the important
Tam co
NAL tT
Eater <-g(oa
All of which
means Silicon
Valley should be
PMC a
NET
ial
a
As originally spearheaded by Mario 64, the yellow C
early next Buttons are used to change the camera view in Silicon
Nola Aol Valley. Here, you're particularly fortunate as the airborne hound means ee Eira
probably. in the clouds allows you a finer view of the wonderful lands below you. Mmm.
A See the bullet monitor bottom left. That means |
you flying dog HAS GUNS!
: a
Ae hae Pe sy
eee lel: La
\ ce / et i,
Pb Tonga an
Like any good slice of gaming pie, Silicon Valley has its fair share of
different worlds: Admittedly, they're obvious choices — arctic, desert, -
grassland, underwater are examples — but each environment Mo seuaiate
and specific challenges.
Primarily, the problem the player faces is that each Pail adapts
TT i STN Tear CCC ae Ca bd
= $0 previously-garnered creatures (your inventory, unsurprisingly, doesn’t
consist of maps and weapons but camels, lions and cats) might not
necessarily work as well as they did in their own world. It's a policy by the
developers to encourage exploration and also to ensure players use every
beast they can get their mits on.
The levels themselves are gloriously structured. The layouts er
themselves brilliantly to the simplistic nature of the tasks at hand (itis, — \«
after all, merely a case of robot spots animal, robot kills animal, robot, \\
CeCe UE MIU ect CBE tlm ote a ye CMU TU eae
typically-surreal scenarios;-such as spontaneous races against STIL 2»
wheel-ridden-animals and ramp-jumping across hilltops. ,
Never let-it be said DMA don't strive for: originality... no
Sieese yer
After a bit of ball-throwing and puzzle-solving, your Juggling Bear must
morph into another animal. It's a fairly simple process. Here, he simply
gives the mouse a good old whack round the chops then jumps into its
body using the B Button.
PELE GN eriLi ts
’ x
If you think the concept of [> A’
Silicon Valley sounds strange, o
wait until you see the animals. i : \
sh
The League Against Cruel Sports
V already have their complaints in.
V4 fe Yt
We'll have a full review of Silicon
CEMA Ua AY or
TO BE CONTINUED
SETA SPEAK TO N64 ABOUT THEIR BRILLIANT NEW RALLY GAME!
x z
fe) ~ iN Some of these shots look as if they’ve been
taken from a pre or post race scene-setting
ie) MN sequences. They still use in-game graphics
= . i Se en
oe Lee, per ges :
[2 m
=)
ad - i
Sy
AS Pope Ca ea ae
jl alge gpl
; oe
Pe
a AL Se ee rc
UU Bs
Heian
ra
Rev Limit is unique in its choice of race modes. There are three in
total with the fairly standard three-to-ten lap choice available for
starters. Beyond that, however, are two further options, unlike any
featured in the other N64 rally titles. In their striving for realism, Seta
have included an F1-style race where the player can opt for
anywhere between 25 and 50 laps. The second is provisionally
labelled “Sero Yon Zero Son", and has you pelting down a straight
Pee M Ce MMM Mele Um CUCM Litem: FCee) (eM em LT
ESTEE Or CT er are og ESE a
ae <j erry eee ee ey
é | ™ ‘the bottom right-hand corner, can this
VE | screenshot really be in-game? The
e plow tee Bane EO
Hr 4
a We rata) g
_ This, on the other hand, is much more
“like-it. Low and fast. —
Issue 6
Multi Racing Championship was the N64's
‘answer to Rage Racer, then Rev Limit is more
UT Site eee Clare eect
the dark, concrete look of Rage for the multi-
coloured beach and grassland of Ridge, Rev Limit is
Seta’s second stab at N64 development after the frankly
forgettable St. Andrew's Golf.
CSCS Tc Sol Ula eel aT ofS Coc a Ta
an autumn addition to the machine's already promising
Tels layes lttoe Ule)) hil sles) (o)@M Ofer Tal at-1 SYA Hl oM@o] tem
Imagineer, thouigh, have made a respectable start with
Multi Racing, setting the standard and leaving Seta
Volt nym oe on Se
Designer Yasuhiko Kikuchi is quick to play down those
_ Ridge Racer comparisons, though, as he explained in a
Racer started life as an arcade
fs from a lack of long term appeal.
recent interview: “Rid;
game and as such st
™ For Rev Limit we've included eight tracks and aimed it at
the console market.”
Whereas Multi Racing, although lightning fast with
beautiful handling, lacks the sort of realism that so
nA Uulece MN RU eOkM tec cl i HM Aca AULT Memeo aCe ott x6)
predominantly with immersing the player completely in
the pace and danger of the race track. Hits to your car will
affect the handling, while major damage to the engine
prevents you from reaching race-winning speeds
altogether. Pit stops, therefore, have been included,
although — as in F1 games — you're penalised if you stick
around too long.
Also, by setting parameters for each
vehicle, the developers have been able to give
TO BE CONTINUED
8 a an ANNETTE
FUSS) TI Wal
Uo/ da
each rally car a completely different feel. The weights,
tyres, top speeds and handling all vary, producing a
Mario-Kart-style situation where players will eventually
settle on their favourite car and stick with it for the
duration of the game.
“Our primary aim,” continued Kikuchi, “was to create
a very realistic game because we believe players who
actually drive must feel dissatisfied with the way cars
handle in most of the current games”.
But for all the talk of realism, you may be surprised to
learn that Rev Limitisn't catering for Nintendo's Rumble
Pak. Team Leader Harada Noboru explains why: “It's very
easy to implement, but we found it difficult to decide
when to do so without it distracting from the game rather
than adding to the experience. We decided the effect just
wasn't particularly realistic. Also, we think it's too heavy
when playing a racing game."
Rev Limit is already an exciting prospect, although
little or nothing playable has been made available.
However, Seta are readying themselves for an assault on
Shoshinkai in November and believe gamers will be
impressed with what they see. But, what of those
renowned perfectionists Nintendo?
"They don’t interfere with the development at all,”
according to Noboru. “Occasionally we consult their
developers’ support centre in order to find out the best
way to go about certain aspects of the game. ee
But Nintendo hasn't got as tight a grip on D
developers as most people seem to think." Ny)
We'll keep you posted on Rev
#2 Limit's progress up to its release.
oe 11)
September 1997
|
a
.
P|
cal
| eal
fe)
Le)
ry
be
ma
S
Ls
3
=
eee 4 cel pene at
the end of each level to
move on.
are now polygon-based.
The other baddies remain
: : ° # ‘: “ NE The end-of-stage bosses
| ap E
Zz Rae
FUTURE LOOK
PLANET
Duke Nukem 64
| 3D REALMS/MIDWAY
} \ “= October
October
With the N64's four-player capabilities allowing for
_multi-person on-screen action, Duke Nukem has
i ~—Ssgone the way of Hexen and the forthcoming
_ GoldenEye 007 with a four-way deathmatch.
_ However, unlike its counterparts, the Nukem
ersion doesn't necessarily need four human players
to take part as the game introduces Dukebots, CPU-
controlled opponents that act like humans. The
im ~—séresullts, as you can see, look impressive and will
im _ please followers of the PC incarnation who got
used to networked mate-pummelling.
@r Oy | issue 6
Hatem Ca clear C cae se eee
liners still as cringeworthy as ever,
PUCRUTe NTN Nel! Se
FUR iV ie! cea
oy Nie MCAM NUL le fe pes oe
DMPC Lu nc: some extra graphical touches that
insters to Earth, giving only the N64 could do, such as»
og Ree una cme, Neyer leone oem eS hate C os angel :
Ee aah pixelating nasties.
That's gotta hurt!
(FIRED! - Ed.)
PRN uy
certainly got a fight
on its hands.
Neither Turok or
preleCk
¥ disappointing.
Ctcme nem meee eee
Plutonium Pack) as well as seven
Codie Vom Uae ene VARS
bloody, but (iaacoretevlce Ml llele- Oe ecole pe: games. Details
ye dame mace MCE (ol ial at eo Yercl Ke a ig 7
including the now- © Cyan se ice) ais Bem
legendary re cue or Dyas aelada) ae
_~ the final rete
Cel Seiko O ‘said NAVE ToTo aS Ses
he'd kick up a’stink if = from the origin ese acai
fara Preemie (4-8 te OAL
Oy Nica n a io cae the most unpopular on the
eee ies eae Crome fal remo atrial
“Excuse me, 6 : S >)
tls ho aan, Mvromiactie tii ammen eCuue we: lela aceurG (meena
pode A es hae removed, but and twin = hte rela
ao nae aoe ae Broussard never heavier weapons, the plasma cannon
aa rca pila said anything. can be tharged, and its projectiles
ee (Probably because “used Para CVU LS
yd Pd big Nintendo immediate vicinity.
Sipteantts ie em ue en on ream ernst
ee ababerae stared him out, Tmt FY acis Clin) Vay (el OL
Pa weer reelil area aim nce) giving’Acclaim or Rare sleepless
submission.) nights. Buton the PC, Mac and
Var tae oa a. they were significantly worse,
though, is a PC and thé final games still proved
conversion of EY atiii<cials) my Zt) MAN ROL aTe
“Step back, sir, 7 some note. No, means Duke Nukem 64 should
ROY okt ' 3s the lap dancers be a blood-soaked treat well
TT Ree (eon ace CS <I a od ZT co
ee nue a
V lavatory.” ee
‘DUKE SPEW-KEM
If there's one thing Nukesy loves, it's his one-liners. In fact,
he's positively full of them. Here’re a few you can expect
from the N64 version...
ee
KaBOOOOO- a Seed
aN ooommu!!! ae Se?
# E
&
eM ee lol ace) 11 ae
“Hey, you're the disease and I’m
the cure”.
“In a perfect world, you'd already
w=. be dead”.
“Oof... who's your plastic surgeon?”
“I’m gonna get you, suckas!”
“Well, | guess you didn’t feel so
lucky, punk!”
“Rabbit, rabbit, (faster) rabbit,
rabbit, (faster) rabbit, rabbit; run
rabbit, run rabbit, run, run, run...”
Erm, maybe not.
E fam) cov] lee
TO BE CONTINUED... There ans ore
\ T euetrey SmaI Mace Ue ses
ZS cio acre AU Roa CL
from the original PC game plus the ©
V9 WIANN 21NG 2 HOOT INniNs
‘
September 1997 h Cy |)
LES TtT am)
elteels
Pla tlie) g
eles tlie
Reviews Editor
Pewee) tu
nathan Davies
Nil Overton
James Ashton
Ae Acs
Paul Jarrold
International licensing enquiries
Chris Power
Tel 01225 442244 Fax 01225 446019
E-mail [email protected]
Group Production Manager
Judith Green
Production Manager Richard Gingell
Production Co-ordinator Emma Ireland
Print Services Co-ordinator
Jeremy Fisher
Print Services Manager Matthew Parker
Promotions Manager Gil Stevenson
Publisher
Publishing Director
Alison Morton
Jane Ingham
Greg Ingham
Managing Director
Fax (editorial) 01225 732275
Fax (advertising) 01225 732282
E-mail [email protected]
All contributions are submitted and
accepted on the basis of non-exclusive
worldwide licence to publish or license
others to do so unless otherwise agreed in
advance writing. N64 Magazine is a totally
independent publication and the views
expressed within are not necessarily those
of Nintendo or their agents. N64. i
recognises all copyrights and trademarks.
Where possible, we have acknowledged the
copyright holder. Contact us if we haven't
credited your copyright and we will correct
PLANET,
VAN GiatDiek Ya aANtx ast h il?
unveiling
since We
Il right, so it's, er, another
baseball game. And we'll
probably never see it here in
the UK. But Famista 64 is
nevertheless significant, because it
means that Namco, one of Japan's
longest-standing and most important
video game developers, are convinced
enough of the Nintendo 64's potential to
begin developing games for it.
While the Nintendo 64 has been an
enormous success in America, and is fast
gaining ground in Europe, it has so far
struggled to make its presence felt in
Japan — in its home market N64 games
only account for about 15% of those
sold. And the reason is obvious if you
walk into a Japanese games shop, where
the tiny N64 section is dwarfed by aisle
after aisle of PlayStation games. Most of
the PlayStation games are awful, of
course, while the N64 ones are by and
large great, but Nintendo's ‘quality over
quantity’ policy isn't persuading people
to buy N64s. What the Japanese public
want is choice, and that's something
that Sony are able to provide much
more of than Nintendo thanks to their
friendliness towards third-party
publishers like Namco, a company that's
played an enormous part in the
PlayStation’s success with Ridge Racer
and the Tekken series.
But Nintendo have recently begun
to be a bit more chummy towards other
people wanting to publish N64 games.
They still insist on manufacturing game
cartridges themselves, but have reduced
the price the third-party publishers must
pay for the carts and also the minimum
number they must order, so publishing
Nintendo 64 games is no longer
“NAMCO? ER... WHO?
The Nakamura Manufacturing Company began noe Te} cece Pr :
prohibitively expensive. And the 64DD is
going to be even more attractive still
from a financial, as well as a technical,
point of view.
And so Famista 64 is on its way. It's
p'raps not the most desirable game
Namco could've chosen to launch into
the N64 market with, but it's a start.
And the possibilities are stupendous. A
perfect conversion of Tekken 3, for
example, would overnight turn
the Nintendo 64 into the world’s ©
most popular games console.
ae Nea ery ES Fesc mmm calli cml ome anu
[ ntract with Nintendo expired and Nintendo tried to
a new agreement with much tougher terms. Namco
ption but to comply, having become reliant on sales of NES
(e-em Ua LU cel ce en MMe oie eC oO ot
Say approached UD ie Wit e- mUCWMmtem #\ 16] gm] OMe tele d
PlayStation, Nakamura was happy to help
of Ridge Racer duly appeared six
ine wention to dominate the world of
Masaya Nakamurua’s company placing two
ole moni Wa Ce) Coie tue coe tLg) Pears rough the
4960s to produce a range of rides for children. Then, in 1974, Atari's
unsuccessfuldapanese video games operation came up for salewand
any oversight.
Annual subscription UK £38.35
Europe £46.35
Rest of the World £56.35
Telephone 01225 822511
Printed in the UK
Everything © Future Publishing Ltd 1997
Nakamura bought them out for $500,000. They managed to make
money from Atari's existing gameswlikePong and Breakout,
baie first ie Be atyaae arcad
Wednesday August 20th
Monday September 15th
Issue 6
TUROK SPOOKINESS
Sofa Ce Ue aod
about an N64 reader having trouble with his
Turok cart, Acclaim have contacted us to
confirm that there is indeed a problem with
the game that causes it to lock up on level
eight if you're trying to use it with certain
third-party memory cards, including the
popular Spook one. The solution, it would
Semone amelie UM nl Clee)
Controller Pak if you want to save while
No Cme ort ULM =e
Namco have only named one of the N64 games they're
developing so far, but they'll have lots of others planned.
FAMISTA 64
Yes, all right. So a baseball
game that'll never in a million
years make it to Europe isn't
the greatest of starts. And if
there's one thing the N64's
not short of it's baseball
games. Famista 64 (the
‘Famista’ bit being short for
‘Family Stadium’) will go up
against Imagineer's King of Pro
Baseball (N64/1 64%) and Konami's Power Pro Baseball 4
(N64/3 54%) when it's released in Japan in October, as well as
Hudson's just-released Power League 64 and a host of American
games. Our pals at Game Japan have more details on page 24.
MYSTERY GAME
When news began to break of Namco's entry into the world of
Nintendo 64 earlier this year, two games were rumoured to be in
development. One was a baseball game, which has turned out to
be Famistar 64. And the other? According to some it's an RPG...
Namco have created a treasure trove of coin-op and PlayStation
games that would go down a storm on the N64. They might
convert some of them, or they might prefer to keep their N64
and PlayStation catalogues separate. Here's some of what they've
got to choose from, anyway:
RIDGE RACER
Ridge Racer set a new standard for racing games with its super-
smooth graphics and realistic handling. An almost arcade-perfect
PlayStation version
played a huge part in
ensuring Sony's
successful entry into the
video games market, and
it lives on in the forms of
Rage Racer and the link-
upable Ridge Racer
Revolution. Will we see
an N64 version? Or will
Rev Limit and Top Gear
Rally be better anyway?
PENSION INTENTION
Hiroshi Yamauchi, Nintendo's sinister
overlord in Japan, has revealed in an
Tada UL Um Uo elem AES OL ole
Asahi Shinbun that he'll retire in the year
2000, after seeing through the launch of the
64DD. “You can't work forever,” he
conceded. “It's time for me to consider
when to stop. First | want to see if the 64DD
will change video gaming. If | am wrong, |
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TEKKEN
After Sega invented the 3D beat-
‘em-up with Virtua Fighter,
Namco moved in with Tekken and
the two game series have been
locked in combat ever since. In the
arcades Tekken is up to version 3
now, while the PlayStation has probably
reached the limit of its capabilities with
a conversion of Tekken 2. The N64
badly needs a first-class beat-'em-up,
so Tekken 3 would go down nicely.
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SOUL EDGE
While Tekken restricts its combatants
to punches, kicks and throws, Sou/
Edge equips them with swords and
spears and lets them hack each
about in medieval Japan. It's a
great game, and the PlayStation
version captures everything that's
good about the coin-op.
TIME CRISIS
The definitive gun-based coin-
op, Time Crisis includes two innovations: a foot
pedal which lets you duck down to dodge fire, and a replica gun that
actually recoils when you fire. It's also on its way to the PlayStation
with a plug-in gun. Again, it'd work brilliantly on the N64. Will
Namco come up with the goods?
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AND MORE...
Pac Man's still going strong, with the 3D
Ghost Zone out soon on the PlayStation
along with Air Combat, and there are
the Alpine Racer and Aqua Jet coin-ops
to consider as well.
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September 1997
N
>)
GOOD VIBRATIONS
Nintendo's Rumble Pak will cost
£15 when it comes out here.
TEST LC el eal
why anyone would want to pay
em OM ORE Ure oe PPM ce iC
there are three good reasons. Peel
ESN A Ue ee OL ol Cael (ofa
Tira Cele mT eM nL mel bd not Rumble Pack
card. Normally you've got to compatible. And it seems
UICC el UU al Ce) to work. We'll have a full
stop rumbling and start saving and proper review of it for
PSU Smale Amer tell LD Le NOT eee
PMS ee) Vt)
Tim roam aorta PCMag)
busy this month. As well as putting
together their super-deluxe Rumble Pak
AUER Uo more tee RN
memory cards work. Normally with a
memory card larger than the standard 256K
you have to switch between pages — four
Lola Meee Rem rem ile Vm oma os
new 1Mb and 4Mb cards, however, have
just one continuous block of memory, so no
switching's needed. Again, we'll test them
thoroughly in ‘New Goods’ next month.
lola LC
working off the N64's own
power supply. And thirdly,
there's a tiny microphone
included in it which picks
/ PLANET
V3 RACING WHEEL 64
InterAct ¢ 01204 862026 « £80
£80? Strewth. And to begin with the V3 seems
like a complete disaster, with you having to twirl
the wheel desperately, arm over arm, to keep your
Mario Kart kart on the road as if you're driving a
huge juggernaut or something. And the Z button
being where the horn ought to go makes it
incredibly hard to use your Mushrooms across the
grass on Mario Raceway. But a little investigation
of the manual reveals that pressing the Set button
allows you to reduce the wheel's radius of
operation from an ungainly 150° down to a
nimble 30°, whereupon your kart can be flicked
across the road with ease. And one of the two
pedals that come as part of the package can then
be reprogrammed to simulate Z, so Mushrooms
aren't a problem either.
The V3 still isn't ideal for Mario Kart, though,
with the standard Controller
tending to produce much
more accurate results.
It isn't much
good with Wave Race,
either — for that you need up and
down as well as left and right, and they're worked
using a fiddly switch on the wheel's rim. And it's
hopeless with Starfox 64. Where it comes into its
own is with Multi Racing Championship, where it
feels extremely natural. Its responses are precise,
and being able to quite literally step on the gas is
much more fun than merely tapping A. All you
miss out on is the Rumble Pack, which will fit into
the slot in the wheel's base but makes the LEDs
flicker alarmingly.
There are no problems with the wheel's
construction, which is reassuringly solid, and you
have the choice of clasping it between your thighs
or suckering it onto the table in front of you,
which is good. But for £80 — the price of a
new game — you'll have to be both serious
about your driving and extremely rich.
16 NOM...
New Goods
SOCK TOUCH
Hakugen ¢ Japanese
shops ¢ ¥200
Give up? Sock Touch,
then, is actually a stick of
roll-on glue designed to
hold up Japanese school
girls’ socks. No, really.
The growing fashion for
huge, baggy white socks
in Japan has inevitably
led to Nora-Batty-style
slippage problems, but
these can now be
alleviated by applying a generous smear of Sock
Touch around the leg beneath the top of the sock.
We held James down, spread Sock Touch around
one of his legs but not the other, pulled his socks
up and shook him vigorously, and the Sock
Touched sock did remain more firmly anchored
than the control sock. But he was reduced to
tears trying to get the glue off his leg -
he's rather hairier than the average
Japanese school girl.
SFX 64 UNIVERSAL
ADAPTOR V3.0
Blaze/Fire * 01302 325225 ° £15
Some things never change. Most things, in fact,
come to think of it. But one thing that seems
particularly immutable is the lot of the PAL-
machine-owning import gamer, who, it seems, is
going to have to keep buying a new adaptor
every few months as Nintendo continue their
attempts to thwart the free flow of games around
the world. And so the third version of Blaze's
Universal Adaptor arrives and will, they reckon,
get all Japanese and American N64 games
released to date working on a UK machine,
including Wave Race 64 and Starfox 64. We tried
Money to spare?
Then accessorize.
it with Starfox and it worked fine, with no
noticable picture or speed problems and even the
Rumble Pak wobbling reassuringly. You get
borders, though, of course, which we
hope aren't a taste of things to come...
FIND IT ON GAME!!
TAMAGOTCHI
Bandai ¢ Importers ¢ ¥4500
It must surely be of great concern to
Nintendo that while they're having a tough
time convincing the Japanese just how great
the N64 is, all it takes is the pairing of a simple
LCD keychain and the eight year old Game
Boy to capture the top of the game charts.
(Orla clo NEUF elce gee) tn MaMa LaaV AN allo
cart complete with a set of stickers. The
difference this time is that you can feed, play
with and clean up after three of the little
blighters at the same time as they evolve into
even more bizarre forms than before. Other
than that it's Tamagotchi as normal. There's a
battery back-up so you don't have to keep
your GB on all the time but that doesn't mean
that you can ignore it for days on end without
your little darlings suffering.
While it's undoubtedly more sophisticated
we didn't really take to GB Tamagotchi as
much as the original. Maybe, like Tetris, it's
something best left at its simplest form.
Or it could be that we didn't
understand the instruction book.
TA
KARTY a a —_— | 5
CONGRATULATIONS! : —— :
Congratulations are in order to Paul : 5
aI Et i MIE Ue sce LO Lor: = i ‘ : : a \ é
MMe um EU eto EN : FS a & a sae
of go-karting organised by Game (the a :
games shops) and THE Games as a prize s
for a Mario Kart 64 time trial ved see? a gee .
competition they ran in July. Don't a ea ; sits ; :
forget that the N64 Magazine Mario aia - er : : he pak ;
Kart 64 Championship has now reached ore cf spss ‘ rs ee a 4 : SEE ‘i i
<
WA
Stage 2, the entry form for which you'll
find on page 56.
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A B es ~ : ; ee oder ine in this
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| market with the Microvision. Bu
t wasn't our idea," swear f eee plugging Seana
THE Games, Nintendo's UK : iaeatieon ee aoe
distributor. “Nintendo of
Japan made us do it. They've
| —whole-front of the machine, controls and
already changed the title screen and
-all.-And-the-Microvision-is oblong-- —- ‘everyo! ae bout a——-
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can do.” trousers to be able to-fit it serautiee ant t, _ it's tricky to distinguish w! Ve land first; ae nese Re pete:
You'll probably recall that Starfox pa SReSereen, OMSL UT ha Ge zero. Once he's defeated you're Ven agi
on the Super Nintendo was renamed = f= only 16x16 pixels ry rom the en =e King it very di eae oe ‘evar one re fae oe “
‘Starwing’ for its European release ea a _ screen, making it very difficult to j i with either bonus een
; ‘ ; aloe tier Deal Tee and tomahawk or-a-map.Each room.offers.a
because ‘Starfox’ was already a ae [he machine oeuctagled eae j eleased in 1981, this was one of i
trademark over here. But ‘Starwing’, SiN g stony. simple but infuriatingly
it turns out, is a trademark here too, ~ addictive Breakout-clone: And the
so Nintendo have had to come up | machine g gets a big playability boost
with another name for Starfox 64,
which is due out in the UK on
October 3rd. ‘Lylat Wars’, though?
Rather than, for example, ‘Space
thanks to its very sensitive analogue.
“~~ paddle controlfer, use ey
—sound er, ecu to beeps and thumps,
Fox’? Or ‘Fox Star’? Or any one of a [7 butis always-used to.good effectin the INMOUSE (Virtual Boy) Eee
hundred other less embarrassing ” games, six of which were teleased in the "_AS:if the threat of temporary “Blades an
names? Tsk. = <UK, including Pinball, Shooting Star ~from shasiae dala wasTES
The good news, however, is that» and-Connect Four. = eee Inmouse-is a ee
Starfox 64... sorry (we're going to ~ <The situation was slightly differe
have to get used to this) Lylat Wars
will cost a ‘mere’ £60 — prices as
high as £80 had been mooted. And!
That includes a Rumble Pak! ;
Extra Rumble Paks are due to gos &
on sale at about the same time Proper —-—
(for multi-player purposes) for g |= plastic -~ -
a reasonable-ish £15. bos se
i etn Piecgae er tiggemoeesr ener
= replaced by shiny “development. Also; Inmouseis very— -~ >=
~ metallic name badges, and-the-off-— difficult- Controlling ‘the Cena eg out
\==-brown -fascia-is replaced-by tight grey, right thumb feels unnatur resulti a
- making the-UK machine look far-mo| Ww
(modern. But while the US may-have got — confronted by an ene emery. TENE OL
S hine, they did get around else like this on the VB, though,-and
~fifteen game releases, including a vey four‘ ferent endings the game - Sg
rare Star Trek licensed | : =
ZELDA GAME & WATCH ~ - i
~a-selsmic scanner: from Blake's 7, and ‘Released in the same year as the Game sees yr
~ youmay be tem ie put it- ee your Boy, this double-sereen Zelda ra ing — retro fanzine
if Les res
= is something of a departure
=the usual G&W formula. A single
OR
INGy
September 1997
It's been a
quiet
month for
all-new
games as
at:
software
types
prepare
bala e= Cos)
for the
traditional
rush up to
sees
Still, we've
managed
to find
lots of
> Co Ta 4
eA
screenshots
and more
about
Acclaim's
LE UT Ke)
re-take
the world.
Peruse...
CLEWOAIE
i a iek
Are red nn
PUYO PUYO SUN 64
COMPILE AA 1-2 @ | ocroser | Bg tea
nexpectedly, Japanese developers
Compile have revealed they've
got an N64 version of their
sublime Puyo Puyo series almost
ready for release in Japan.
Puyo Puyo is the most enduring puzzle
game this side of Tetris, and those who
haven't played it on the SNES (most likely as
Kirby's Ghost Trap) may remember it as Dr
Robotnik's Mean Bean Machine on the
Mega Drive. Its maddeningly simple
arranging-jelly-beans-into-groups-of-the-
same-colour formula tends to leave you
joining jelly beans together in your head
long after you've stopped playing, and the
two-player game, where you attempt to
trigger off huge chain reactions in order to
shower your opponent with ‘foul eggs’, is up
there with fencing and aerial combat as a
test of gentlemanly mettle.
The N64 version looks to be a straight
conversion of the Saturn's ‘Sun’ variant, with
a 16-player tournament mode (though only
two players playing at any one time), a two-
player mode and a one-player story mode.
Not terribly 64-bit, then. But! It'll have the
tremendous advantage of Rumble Pak
support, so your adversary's Controller will
tremble tauntingly as you destroy him.
Will it reach Europe? Not through
Compile, that's for sure, but it's the kind of
game Nintendo might choose to
publish here themselves. Write to Q
them today.
t comes as no great surprise to hear that the team behind Turok,
Texas-based Iguana, are already hard at work on the sequel. The
game is about four
months into
F 4 i
development and preliminary
FORSAKEN
work on the level and monster
designs has largely been
A ued MTF
speed action
finished. Which only leaves
on their hands with
the programming...
ete mel mec)
Turok 2 is set in the Lost
Land of the first game and your
Look in issue 5 for more
details), news comes this
final objective is the king alien
baddy (the Primagen) whose
MC MWe eT
Forsaken will also appear
trapped deep below ground in his
crashed spaceship. While he can't
on the N64.
It's primarily a multi-
come out to play himself, his little
helpers are more than willing to
have a go. Hence the dino-
robots, lizards and other slimy
things you've got to deal with.
The game promises
smoother, better-formed
monsters to shoot at, the result of
an improved polygon modelling
technique developed by Iguana.
The lighting effects are also being
re-tuned allowing shadows to be
cast by light sources. All this and
Rumble Pak compatibility as well.
Bad news? Only
amc)
haven't got
EN mec A Cee k)
zoom through dark
claustrophobic tunnels
shooting the mechanical
bits off out of anything that
gets in the way. A bit like
Descent or Tunnel B1?
Looks like it to us.
Acclaim and Probe are
being a bit cagey about
Collet cm ole aaa tam ata
say is that Forsaken will
allow players “full 360°
freedom of movement” in
their quest to battle against
“gruesome genemutants”.
There'll also be the
opportunity to, “disembowl
friends in multi-player
mayhem”. At least, that's
what they said after their
American press
agent had got hold ®
of them.
expect Turok 2 this time
next year.
t - i
At the moment, artwork
salen eedelaalah and scenarios ae about
ACCLAIM am | f game. Unfortunately.
We'll keep you posted on
AV/ Iguana’s progress, though.
hile Iguana
US busy
themselves in
Texas with
Turok 2, |lguana UK
concentrate on Shadowman
in the rather less
glamourous surroundings of
Stockton-on-Tees. Darren
and Jason Falcus, the
brothers who originally set
up the company before
Iguana and Acclaim took a
stake, started programming
on the Dragon 32 so they
know a bit about games.
Their debut on the N64
will be Shadowman
(although the game may also
appear simultaneously on
PC) and it promises to be a
darkly realistic third-person
shooter. “While we were at
Core Design, Simon and |
spoke about taking games
into more adult territory. It's
not so much gore as
pyschological horror”
explains Guy Miller, one half
of the team leading the
project. “It's like being a
writer on the X-Files," agrees
partner Simon Phipps.
The story behind
Shadowman concerns English
Literature graduate and part-
time assassin Mike LeRoi. It
seems like a double portion
of bad luck pudding for
Mike, because not only does
he have to suffer that name,
but he's also been turned
into a Shadowman by one of
those Voodoo Princesses
we're always hearing so
much about. As a result,
Mike moves between reality
and the, ahem, Deadside
sorting things out for his
mistress. With buckets of
violence. Probably.
Like Turok, Shadowman
is based on a comic book
(the rights to which just
happen to belong to
Acclaim) and Iguana are
keen to ensure that the game
plays and feels more like an
open-ended story than the
linear run, shoot and collect
of most Doom games.
“Mario 64 showed that you
could create an environment
with multiple routes, with a
multiplicity of experiences
within it,” enthuses Miller.
With a year-and-a-half left to
finish the game, there's
plenty of time to ensure that
Shadowman lives up to
all the ideals of its
British creators. ©
SMIIAIUd V9 LIANVId
Pe Boal
yey 13 A Hopefully the game won't be too
thankful, ‘dark and atmospheric’ for the
furtado) sensitive censors at Nintendo HQ.
have been
tur
“4 headline.
Coffin-shaped windows! Another
Bn V great Terry Conrad design.
Ps 7
ZF
=
_——
aaa
: Ppa
ie ”
The game’s being
developed for PC as well. a : rs gam
And you'll only need about ae et
£2000 worth of kit to play! as
(Conservative estimate.) Go!
$ ; Z : Go!
September 1997 INGy! 9
5
TARGET 15
<{ The newly-developed
‘Hearsecopter’ gets a try
out. Raise you hats now
Ladies and Gents.
WV ley mee els
Elle me OMe NLA
No! Perhaps... Stop!!! It
V wants to be friends... Os Sa
Bit d Su A TE)
hihi ii te Bhi BES REES
Madden
MADDEN 64
ust as we hurried off
to the printers, EA
announced their
inevitable N64
Madden licence.
And what a treat it
promises to be. Um,
probably. It's got history on
its side, at least, with the
various 16-bit outings finding
a yearly niche without much
problem and Madden himself
becoming as famous in
sporting terms as, ooh, Eric
Bristow at least.
The N64 version will
boast fully polygonal players
(early screenshots look
similar to Iguana's
QuarterBack Club '98) as
well as a silken frame rate
that'll give players the
bo
CCD tao
Purists)
3h tii PIS ese
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A
bos
TARGET +3
TN a
elu ae meee) oie
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crevice. Pitiful fool.
<] In the old days ‘Wild
ety e Mc
deranged long handle-
De Ter ae) eel
i fe) tt
SETA foam | R12 | WINTER '97 Ere WINTER ‘98
ore details of Wild Choppers
(as well as some great new
screenshots) came our way
this month. Apparently the
game's control system will consist of the
N64's first D-Pad/Analogue combination.
“At first the control of the helicopter will
seem difficult," admitted Kozo Igarishi, the
game's chief designer (and top bloke), in a
recent interview, “but once mastered, players
don't have to concentrate on the flying as
they would in a simulation.” For those who
had difficulty getting to grips with Turok’s
as hell
controls at first James, stand at the back of
the class), a certain amount of sudden-crash-
death would seem likely when Wild
Choppers arrives. But we're sure lgarishi-san
knows what he's talking about.
The plot is an off-the-peg, one-man-
against-vast-terrorist-organisation affair, but
that hardly matters in a shoot-'em-up —
quality of action is the key here. We wrote-
off Wild Choppers a little prematurely a few
issues back, but now, with every
passing month, it seems ever more Q
another ‘eagerly waiting’ title.
it-ker-e M0] 0)
screen
shots
anyone?
Those
T5164 ‘
AV/ developers! -*
i —
movement beauty of
Konami's /SS64. It's the first
of EA's series of sporting
updates (the newly revised
FIFA is expected soon) and
it's a positive sign that
developers and publishers
alike are committing
themselves to the
machine. Lots more Q
soon, no?
“ae Issue 6
reat news for
those following
the progress of
the smashing
Bomberman 64: Hudson
have announced a release
date — in Japan at least - of
September 26th. That's not
too far off their original
projection of ‘Summer
1997'. No news yet of a UK
release, though.
We've managed to get
our hands on some rather
small and blurry but
nevertheless revealing new
pictures of the game, too.
They show how the game's
3D levels are being divided
into ‘worlds’, including: an
industrial one; a town-based
one; a medieval one (Green
Garden); a seaside one (Blue
Sah
LAN)
Resort); a dark, urban one
(Black City); and the
inevitable lava (Red
Mountain — not,
presuambly, anything to do
with coffee) and slippy-slidy
(White Ice) ones. Everything
looks reassuringly 3D, if
rather angular, with icy
slides plunging downwards
and skyscrapers looming
upwards. There's also a
picture of what looks like
some sort of tutorial mode,
with our player getting
advice from another
Bomberman character, and
a character customisation
screen. Nice.
It's also possible to have
a lingering gander ata
couple of the multi-player
arenas, too. Each fills a
BOMBERMAN 64
SMIIARUd VI LANVId
HUDSON 26TH SEPTEMBER Ere TBA
single screen and works on
a number of levels, a bit like
Block Fort and Double Deck
in Mario Kart 64. There are
some eminently blow-away-
able-looking crates lying
around, too. And it also
seems we'll be able to play
in teams: one picture shows
a red team comprising two
human players and a blue
team of two computer
players. Intriguing.
Best of all, though, back
in one-player mode, are the
bosses, which are
enormous. There's a dive-
bombing blue dragon, a
giant lava monster, a scary
spider made out of ice and
what appears to be some
sort of massive, laser-
equipped robot.
Tim had loads of fun
playing an early version of
Bomberman 64 at the E3
show last month, and the
game looks better and better
the more we see of it. Watch
out for a frighteningly
complete review of the
Japanese version in a couple
of N64 Magazines’ time, and
news of a UK release
date as soon as we
learn of one.
Cun ea eas
September 1997 z'
Ghini in the clamp
LAMBORGHINI
SAN FRANCISCO RUSH
[own [on | R=] Bes rovennn 7 BE novenn
mm, we
played an
impressive
version at E3,
but with the game currently
half way to completion, how
does San Francisco Rush
compare to the crop of other
driving games currently or
about to become available?
Well, primarily, the way
in which San Francisco Rush
differs from other driving
titles (except, perhaps, Multi-
Racing Championship) is in
its choice of track layout. In
an effort to better times and
opponents, the driver must
take shortcuts, some of
which are perfectly obvious
and some of which are
hidden. For example, in
conversation with Midway,
we discovered that one track
has you mounting the sides
of a previously unseen
sewerage tunnel and
scuttling through the
subsequent series of water
ducts. Other features will
include grassland detours and
huge jumps over city gardens
and parks.
Visually, the game will
prove a little disappointing to
those expecting the sheen of
the arcade version, but
there's no pop-up (usually
the bane of driving sims) and
the feel of the game more
than makes up for any lack
of graphical sparkle. If the
speed of San Francisco Rush
has you smiling then the
handling should prove
gawp-worthy.
As mentioned last month,
it feels magical when your
TITUS foam | @RR1-4 | BO winter 97 SSS winter '97
ew information
on Lamborghini
64 seems to
have entered the
pits and not reappeared
this month, with Titus
keeping schtum after their
premier N64 game's debut
at E3. However, digging
deeper than a razor-nosed
mole, we've found a host
of new screenshots and a
smidgen of extra info, all
of which shows the
promise of the Frenchies’
first 64-bit title.
Basically, the past few
weeks have been dedicated
to the ironing out of the
four-player mode (which is
still yet to be seen outside
the highly secretive Titus
offices) and the honing of
the four tracks on offer. The
E3 show track came under
Issue 6
some criticism for its lack of
variety — though, N64
deemed it perfectly
acceptable — so
Lamborghini's developers
are currently busy adding
extra routes.
The pit stops have also
come under re-construction,
with the pit crew fully
animated and working their
greasy, demin-overalled
behinds off in an effort to
get your silken beast to run
an even finer race.
Additionally, rumours persist
that the love-or-bleedin'-
loathe control system may
be reworked, with the
sensitivity lowered to cater
for those who openly
despised it in Atlanta. A
year and a half has already
been spent on the feel of
the vehicles, so a couple of
extra weeks tweakage
probably won't be too
much of a burden to bear.
Whatever the outcome,
we'll have a proper Future
Look for you in a couple of
month's time. Of this
you can be
certainly certain.
thumb's on the analogue
stick. Far from being overly
sensitive like Top Gear Rally
and Lamborghini 64, San
Francisco Rush has a
smoother, more solid feel —
maybe even a little stodgy —
and a system where pushes in
either direction gradually
draw you across the track
rather than shooting you left
and right without warning. If
anything, the game appears
to be an N64 Daytona, with
its thinnish cars and city-
based setting.
N64 shots haven't
exactly rained down on us
but we've played the ruddy
thing and that's the most
important factor. It’s certainly
going to be a darn
sight better than g
Cruis'n USA, anyway.
Pere
Cree oe 5
LAP TIME
ee
An ear to
the ground
It's been a bit of a slow month
elmrce Mn LLCO
people having exhausted their
new releases at last month's E3
show. And Nintendo's policy
of quality over quantity, it
wolild seem, is being been
Lam eR aM ae
Still, there've been some
interesting announcements.
Firstly, Midway proudly
revealed they'll be publishing
Crystal Dynamics’ first N64
title at the beginning of next
year. Pandemonium 2? Nope.
Gex. The original was a sub-
standard Saturn platformer
with all the playability of a
brick, but this is its sequel and,
despite a gruesome tag-line of
‘Into The Gecko’, is promised
to deliver 3D thrills aplenty.
PXeer mee al mila s
declaration lunacy with
another two games added to
their ever-growing bundle
om OMEN Aer MAA LE
‘98 is going to be “the
eC MNCS
according to their American
office (one to look forward to,
then) and plans to give
TeHQ's WCW Versus NWO a
rare old run for its money. An
up-and-running version isn't
expected for a while, though.
Their second title is PC
conversion Magic: The
Gathering. The announcement
is surprising consideging
Acclaim are trying to improve
their image with the likes of
Turok and Extreme G. Still,
they promise a reworked
NTS OULU Ome eel Llc
original ironed out nicely.
Konami are to release a
World Cup version of J-League
Perfect Striker. The game is
still being converted, but is
expected to feature qualifying
as well as an actual World
iT oS ay(cmee lun ote m elt
ERC meee] esc)
we wouldn't hold our breath.
The fourth instalment of
the biggest beat-'em up of all
time opened its doors to the
arcade-playing public last
week. And Mortal Kombat 4,
the series’ first venture into
3D, is coming to the N64 next
year. The coin-op version
should appear in UK arcades
next month
After their very public
split with Sega, Bandai have
revealed their latest creation,
Super Robot Spirits. A lonely
two screen-shots appeared in
Japanese weekly Tsushin, but
they were enough to convince
of the game's potential.
eMC at (elem AS
admitted to N64 that they
AE Nomar Ua)
development for the Nintendo
64. No prizes for
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The latest information on every Nintendo 64 game
currently in development world-wide, updated monthly.
SMIIAIUd V9 LINV 1d
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1_| Mahjong Diary Classic Imagineer JPN JPN é :
Doom 64 GT TPN JPN Which new Nintendo 64 games
JPN JPN are we most looking forward to?
JPN JPN :
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16 | Clay Fighter 63 1/3 Interplay US US : -
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J League Dynamite Soccer JPN XSW-1 Video Sys [Pee JPN Japan/US)
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aut.| Mischief Makers US US Ganbare @ = @
aut.[ RoboTech: Crystal Dreams _[ Gametek [| SHT | __US JPN/US/UK ,
aut.| Sim City 2000 JPN JPN/US/UK
aut.| VR Pro Wrestling Asmik FGT JPN Freak Boy Virgin US
aut.| Duke Nukem 3D GT SHT US Jack and the Beanstalk Nintendo | = _[{ JPN/US/UK
aut. Top Gear Ral JPNTUS |__| Kindaichi's Accident File [Hudson [7 =" _JPN bee bese se
—_| Attack! US JPN/US/UK
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F Thomas ‘Big Hurt’ Baseball US JPN/US/UK ic
Final Round 64 JPN [Tonic Trouble | Ubi Soft [= US
Flight Simulator™ JPN Us A
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HUNTER
Bubbling Under: Baku Bomberman (Hudson),
Hybrid Heaven (Konami) F1 Pole Position. (UbiSoft)
September 1997
Monthly report from inside the home of Nintendo 64.
By Game Japan/Recca-sha Corp. (www.rcp.co.jp/recca/)
Nam, Fam,
fa Baseball fever hits
aii Japan as Namco
M™ announce N64 title.
he newest addition to the Famista range,
the most popular baseball game series in
Japan, has just been announced - and the
most exciting news is that Namco are
developing it. Famista 64 will be a reworking of
Professional Baseball Family Stadium on the NES
and Super Famista on the SNES, both of which
shifted thousands of copies, leaving this, the latest
entry, as one of the most hotly anticipated additions
to the N64's gradually growing library yet. Here in
Japan, at least.
A solid feel
and kooky,
eccentric
characters
typified the
Famista games of
old, and these
will be carried
over into next
year's N64
version.
However, the
silken movement
of the analogue
stick and y fs
the game look impressively realistic,
there's only one way to go — play
Famista now!
As if all that wasn't enough,
Famista 64 also allows you to create
your own original teams, scouting
around Japan for the best available
players and chatting to potential
acquisitions in an RPG-style set-up.
And, once you've gained the signature
polygonal visuals
should see a welcome change in direction, and with
the now-traditional motion captured players making
of a new player, you can save all your
ince the emergence of
Print Club machines,
cameras haven't been far
from Japanese youngsters’
minds. And, actually, it's been
exactly a year since the camera
came back into fashion amongst
hip and trendy Japanese
teenagers. The boom began when
it suddenly became the in thing to
take shots of anyone within reach
— regardless of whether they'd
agreed or not — and it would seem
things aren't about to stop there.
Walk around the Shinjuku and
Shibuya areas of Tokyo (akin to,
say, Soho in London), where many
of the young people come
together, and there are cameras on
data onto a Controller Pak. You can then play with
your chosen team in any of the default competitions.
Print Club spawns
sale for as little as ¥1,000 (£5),
although a decent one will set you
back something more akin to
¥200,000 (£1,000). And then,
search around and it's not too hard
to find Tokyo's finest strutting
around in their denims with a
camera hanging from their necks.
High School students,
especially girls, prefer the
disposable variety, mind. A
disposable camera is useful for
that spontaneous moment, such
as if you meet up with an old
friend or your trousers fall down
in public. The camera, in
general, is a useful tool for
recreation and communication
and an item which can help help
A !f anything, the players look positively statuesque in
comparison with previous N64 baseballers.
Namco were quick to trumpet their latest
conquest, even in its current 50% state. “It's just
reached a point where you can play it. Now, we're
working on detail. We hope to introduce some
sensuous fun as well as some changes in
appearance and the addition of a couple of new
modes.” More very, very soon.
SLES By pacar
SeaUs
TT, Ose
23 a4
Okay, so it’s another baseball game. But Famista 64
means Namco ate committing to the N64 at last.
a+ Seer ee
1 ee
CES
Hudson have developed a new
link-up system for the Game Boy
called the GBKiss, although
currently the only game compatible
with it is Super Beedaman Fighting
Phoenix. Basically, it's a kind of
communication system using infra-
Xe CNW Cfo OU SIO) ES
exchange data by facing each other
and ‘kissing’. It's also possible to
exchange simple e-mails as well as
tone-dialling on telephones. GBKiss
will also be directly compatible with
pagers. Executive director and top
development person at Hudson Mr
Shinichi Nakamoto has hopes that
GBKiss will take off amongst
Japanese youngsters, as it allows
them to communicate through a
familiar medium.
Nvdvi awe GD Yous MMi
Hudson will sell a couple of titles
for the Nintendo 64 simultaneously
in the summer. First, Power League
Baseball 64 (on sale on the 8th of
August at ¥6,980 — about £35) will
appear to give the Japanese their
staple diet of bat-and-ball stuff.
And then J-league Eleven Beat
1997 (on sale on the 29th August
at 7,800 yen — £40), with its Super
Deformed players and cartoon
looks, will see the light of day,
hoping to offer something different
to J-League Perfect Striker. Come
autumn, there'll also be Baku
Bomberman (on sale on the 26th
of September). Hudson recently
confirmed that they've also got five
other title in the pipeline.
Pion euramelmx-lnlmele luce
Multi-Media Station, or MMS, has
just opened in branches of the
Japanese department store
Lawsons. As an opening offer, the
first person to buy a SNES in each
ESrocom Ni] mccrecl\ om LOO -x-lanloom eld
ale ANKE
Ishikawa Toy Company has just
issued a Super Mario darts game.
In Japan, unlike in the UK, darts is
not played by fat men with beer
bellies and instead has a far
younger following, making this @)
“the perfect party package”.
September 1997 5
er
JAPANESE
“The language section this month _
is going to introduce a couple of
_ essential items of vocabulary for
_ expressing your displeasure with: _
i a) my opinions, —
b) Nintendo's ‘new’ games.
TS (gomi’) = rubbish —
\baga’) = stupid
tap See
BOY
(‘atama ga warui') = to
be a bit soft in the
head/two bricks short
of aload coe
And then when they tell you the
asking price: >
Buy 1 (takai meas ©
(too) expensive!
hichever game is
next on your hit-list,
your choice of
controller is steadily
growing. The Hudson effort, as
3
o
sd
op
rs
=
o
es
pee
x
<
=
mad
in Tokyo
An Englishman
Nintendo cure the N64's games-drought by
releasing the... same... games... again.
Our man in Tokyo isn't impressed.
t's months like this that make you wonder if
Nintendo and their developers are playing on the
same team. Over here in Japan, Imagineer released
the truly excellent Multi Racing Championship on
July 18, bringing Sega-Rally-style driving with knobs on to
the impatient hordes of N64 owners. Even better, the
average street price for the game was 5,900 yen (about
£29), which should help ensure a rapid pick-up rate.
And yet, at precisely the same time, Nintendo pulled the
breathtakingly audacious stunt of re-releasing Wave Race 64
and Super Mario 64 at the (admittedly lower than before)
price of 6,800 yen (£34) each. The supposed reason for
getting excited about this is Rumble Pak compatibility — i.e.,
muggins here is expected to shell out more hard-won yen
for the added thrill of a mild vibrating sensation coursing
through his body every time he, er, beaches his craft.
What really irks me about this wondrous PR initiative is
the fuel it will add to the already raging fires stoked by
Nintendo's critics. Scan the pages of any Japanese games
magazine nowadays (particularly the readers’ pages) and
you'll encounter a wealth of arguments along the lines of
“There are no games for the N64” or “Nintendo's losing
out to Sony”, that kind of thing. Sadly, the weighty
arguments these detractors use to back up their assertions
don't focus on gameplay, or exploitation of the medium,
A list of the latest N64
releases outside my local
game shop. Two of them are
V the Shindou games. Bah!
but instead show a
worrying tendency to
value quantity over
quality. More often
than not, the issue
boils down to the
mere number of
games available for
each system.
Of course, not
everyone accepts
these arguments
Uonathan and his
team do a sterling
job of redressing
the balance, | think), but |
can't help thinking Nintendo have shot themselves in their
already swollen foot here. | mean, how many gamers,
however much they liked Mario and Wave Race the first
time around, are really going to get excited over such
cosmetic changes? | could be wrong, but visiting the
Akihabara games stores this week, the new Game Boy
version of Tamagotchi seemed to be jumping off the
shelves with only a cursory wave good-bye to the
unsold piles of Rumble-friendly N64 revamps.
Monorails
and holocubes?
've been reading recent
commentaries on the
Japanese reluctance to buy
N64s with great interest, and
| wonder if there might not be an
alternative to the explanations
proposed. A recent trip back to the
UK saw me discussing life in Japan
with several friends, and there
seems to be some curious
intelligent building and play virtual
reality wargames in the staff
holocube of a lunchtime...
OK, not really. The truth is,
you're a zillion times more likely to
see someone using a laptop on the
London tube than on the Tokyo
subway. And despite the launch of
DVD being a distant memory here
already, everyone | know still deploys
reported in the July issue, still hasn't
been released here, but they'd
better get their skates on because
two other companies already have
their alternatives to the official
controller on the shelves and raring
to go. Both ASCII and Hori now offer
N64 pads featuring dedicated ‘turbo’
buttons, allowing bursts of
continuous fire (Starfox fans
take note), and both retail for
about 2,500 yen (£13). Q
Hmm, looks very similar to the
British Sharkpad Pro doesn't it,
eh, readers?
misconceptions concerning the
levels of gee-whiz gadgetry we have
over here.
True, Japan is one of the world's
foremost producers of advanced
technology, as witnessed in many a
movie and magazine dealing with
such things. That doesn't mean,
however, that anyone actually uses
it. Of course, | do commute to work
on a computer-controlled monorail,
toil away in a state-of-the-art
their most colourful language trying
to get the video to record things.
People are the same the world
over, eh? Maybe Japanese gamers
are just being conservative, waiting
to see how Sega's Black Belt
and Sony's PSX2 fare before
committing to 64 bits... Q
Next month: How to wallpaper
your room for free.
(FIM E Doli rice cnoice ua seme:
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THE WORLD’S MOST
|CONSOLES AT BRITAIN’S PRICES!
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BELO Wings 2,5 crac rapenencoxounpecenanenecale £39.99 Wayne Gretzky’s Hockey
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4
Don't forget to check
out FuSoYa’s Infinite
Sphere of Anticipation
for just how excited
the old fellow is about
an N64 RPG.
Slit Ll a eS
Elie Mate] (eM sl-M rl-t-ve (tem
Hat £29 from from Burtons. Ceremonial robes model's own.
LESS} %
SPECIAL!
So where are all the N64's RPGs? An impatient Wil
Overton gets on the blower to Nintendo and...
(Pardon? Oh no. Really?) Sorry about this. (But...
Sigh.) Erm. ‘FuSoYa', then,
peers into his crystal ball
and summons the spirits of Japan's RPG-makers.
Zelda 64, or whatever
it becomes known as,
is the RPG FuSoYa
and, indeed, the world
is anticipating most
eagerly.
FuSoYa invites
you ae page
Mother 3 will appear
next year alongside
the 64DD. Shigesato
Itoi is a name to be
respected and feared.
FuSoYa
rey
page 34 to you.
Ganbare Goemon 5
is one of the two N64
RPGs FuSoYa has
played. It is now
almost complete.
FuSoYa directs
you towards
page 35.
Se ee
you to loo
Petey
OME FOR
aca is surprised
and ] EY: it.
Other N64 RPGs, like
Super Mario RPG 2,
Pocket Monsters RPG
and Hybrid Heaven
remain shrouded in the
Mists of Uncertainty.
FuSoYa guides
ou to page
6 Et
September 1997 LTT 2?
GO!
>
Umer um lees
LUE cel)
Nintendo's industrious
development teams,
the N64's powers seem to be
increased two-fold. Super Mario 64
still hasn't been equalled by
anything on any other machine,
Ayer a Buu Lene mem a)
terms of technical finesse, and the
ie UM 4) el
what's been seen of it so far, looks
as if it could be at least twice as
impressive again, packing a 128
Megabit cart full of astonishing
monsters, locations, puzzles and
FAC CiN
Strictly speaking, though, Zelda
ought to be four times as impressive,
what with there being two versions
of it. After deliberating for months
over whether to make Zelda 64 a
cart game or one of the first 64DD
titles, Nintendo decided to do both.
LE = G
moe
There'll be two cousttttely different Zelda games for
COTM Tate te Ft eT el Mo 2 CM ULC Ue ie
nae el ema Mla saan: though.
The 64DD won't be coming out until
the beginning of next year at the
earliest, after all, and Nintendo need
to maintain a steady stream of game
releases as well as plug that RPG-less
hole in the N64's catalogue. But, at
the same time, the 64DD will
absolutely ideal for lugging huge
RPGs around on, and its launch
needs to be accompanied by an
irresistible selection of disc-only
games if the public are to be
persuaded to buy it. So — two
versions it is then.
Nintendo haven't yet revealed
much about how the two versions
will differ, other than that the cart
Zelda will focus more on action while
the 64DD version will use the extra
storage space to create a bigger,
more explory game. Which seems to
TCS oe
Come to think of it, Nintendo
haven't revealed much about the
Zelda games at all yet. They've been
joLcca tO aller eV Ca (Celcom reer UiLe)
displayed some stunning video
footage at E3, but when it comes to
specific details like how the storyline
will work, or how puzzles will slot in,
they're a closed book.
em C Ue Uke Mena mel
Poe Motel oe ode CUE)
that've been released so far. We're
assuming she's been kidnapped
again, but it could be that Link, our
green-clad hero, is going it alone this
ia eee Oe ora eel Cane
ldatemexel am MI Nee woe mam Cmte
at all: Nintendo haven't announced a
FUT COLMA nS (COL Came
Nome eal
Combat-wise, though, the N64's
Zelda games look like they'll be a
logical progression from the SNES's.
You've got a similar selection of
weapons available — a dagger, a
sword, a bow-and-arrow, some
bombs — and battles will take place in
3D, sort of like Turok from a beat-
‘em-up-style third-person
perspective. But there'll be plenty of
nifty new ideas too. Unsheathe an
arrow, for example, and the camera
zooms in to look over Link's shoulder,
so you can aim properly.
Graphically, meanwhile, the game
looks absolutely stunning so far, with
Ninh Coiarefem lela cam omcavollelis
features of the N64 that haven't
been used yet. For example, it looks
Tcwdeo (eI cma mlm Uae MN [oes
games to include real-time lighting
effects — traditionally one of the
toughest graphical stunts to pull off,
even on the most powerful PC.
Torches cast flickering shadows on
the walls of dank dungeons,
characters cast shadows on the
ground, and baddies cast glowing
fireball spells, which may well cast
SAE Ce(0) VN ai io MANOR UAL ROUTE!
SSCS 20-1 Lome E Mis ato AZo eke TU
sophisticated than Super Mario 64's. much we do know. It's white According to Nintendo of Japan the
In a recent interview with a Japanese —_ normally, but when danger fe Ta tele (* AA Wael Beer
magazine, Shigeru Miyamoto, who's _ threatens it glows a warning N Japan as soon as November. We'll
eltgctet aan ig Alle Ween cee Bind shade of red. \ have to wait until next year though.
Zelda 64, you can expect the 3D to
evolve from Mario 64. In Mario 64,
oe eee Ske Mts a OL
camera, but Zelda 64 will have
another 3D gimmick. You'll see from
7}
1VIDIdS SMIN Ddl BS]
it how 3D games will work in the Previous Zelda games have always been played from a bird's-eye view.
future.” Whatever could he mean? (Apart from The Adventure of Link on the NES, of course.) Well, so
And, while we're at it, how will will bits of the new games, it would appear. The top down view
Link be controlled? presumably comes in handy for exploring rooms, but it's not clear
What other characters will there whether the game'll flip to it automatically or whether you'll be able
be in the game? ioe. (aaa
Will there be speech, like in at PY ee A Ps > rg
Starfox 64, or just text? i a a ——_. P| ie aikino ddubt RS PEE ae
Will there be any connection — ae a i? ¥ ae r hey Fa eg ee
between the cart game and the disc- & ~ © ei os are
, th acy] reer aad Cae
based one?
Who can tell? , fod moe fae
But if you're wondering what XN - fae ply a abe 9 eae
that fairy's doing floating above NM or bb rN ema
if § pers Ea eis ”
at magical ae
will be at its.
ies fifth ce re,
= iE >]
an
m six yea Cra Pra
ae it 4 to Troe) Ur a)
Ps ae Een: into the third —
lear cey f
y a fax tid g
ae aT t all the
< ann Pee could.
both Zeld Mag
od look like ee eee ,
than a more es mae ae
y ; ee eee co
/ oy a e : i toe th
ry ane look j STS
O ae
Tg t! jat Legen ie
ie eu Talo up ca
ns the mos
my, ear
Re
September 1997 Lt] 31)
Vv
LS
PL Relea er leee (eh el a
magic. Much work is clearly being put into
the spell effects. Which is nice.
Pasion ah gestalt ET
: eee
bf
Pe ae i
mM rN
Pile eee) eel
Teas ee] eRe)
LE ASF
A spirited end
Also well underway in Japan is Imagineer's stunning-looking
role play contender, the latest version of which has found its
way into the plush leather confines of the N64 office.
ee
UVR)
focussed on Zelda 64,
it's easy to assume that
Nintendo's game will
be the only serious RPG contender —
until the 64DD arrives, at least. But
we've been spending some more time
NM eee ALL ee gd
recently, and it seems to be getting
better and better. And, what's more,
Tae ium eae ee aa
translation, with THQ having signed
it up for America (as Quest 64) and a
well-known publisher currently
COEMUC Name Colm OCC] co) 9)
the beginning of next year.
Pe
ite) anu Eve lt
se on the clock
ntury all happens in real time, so as rer Elle
The version we played for issue
4's Future Look consisted just of some
disjointed locations that could be
hopped between using cheat buttons.
But a much more complete version
recently fell into our hands, with all
the locations joined up into a huge
world. You begin in a largesish town,
packed with go-into-able buildings
and talk-to-able people, and can
wander aroumdat will.
Theny in the wall around the town
are tWo doors. One leads, via a long
path, up a hill to a smashing-looking
monastery (also enterable, with lots of
rooms leading off from the nave), and
the other heads Off into the
countrysideseemingly into the middle
of nowhere. But! There's a path to
folloW, with signposted junctions, and
Cliccmuveclre (oud arearclcol6] ale Colm )]
(getting attacked by monsters every
step of the way) we found a cottage,
two other towns, some weird
Stonehenge-type rocks, and a massive
Corey meen emu eam talce ls = coleluaee tte]
banqueting hall.
So unlike previous, two-
dimensional RPGS, Which have always
tended t0.Z60m Out to a ‘field’ map to
Uisle)ion\-)\! \)o)0 al ol coydxeeemeroceeel slag yA
Holy Magic sticks with the same scale
ida} colb cd alelU Lama LAF <n tn Tce=161" ho) mt
huge world as you trek Over hills and
monster-infested dales en route to the
next town. The map seems compact
enough to avoid travel-induced
boredom, though, and the signposts
should avoid too much getting lost.
And what about those graphics,
eh? Imagineer's programmers are
doing a superb job of building up an
entire world in 3D, with buildings
that're beautifully detailed inside and
out and and some smashing
characters with a distinctive ‘look’ that
we haven't seen in any other game.
Tolan Renata UCLA Cem am ox-tat(a0| (ol
Clee) le MoM Bema eee ae late Reale me
morning, getting light again. There’s a crude clock in the corner
of the screen at the moment to indicate the time, which‘ll
Folge) ee) \ Oe ML ORO -S UL? BL <1
FIGHT!
Stray outside the safety of Holy Magic's towns and
chances are you'll be accosted by bands of roving
monsters. These range from giant tortoises to slavering
and you can tap in up to three elements before casting
your spell with Z. Beats pulling off a fatality any day of
Lama
Wind and then earth lets you
ess a el ee
wolves to sword-wielding frogs, and hang
around in groups of up to four. You'll obviously
be keen to defend yourself against them.
Rely entirely on brute force, however, and
Nol XM <cx—il [ar -me\ camel ]fa.col malar lam el0 mec US
“Aarrghh." Far better is to investigate the
possibilities of magic.
Spells in Holy Magic Century are all based
around the four elements: fire, water, wind and
earth (or, er, ‘clod’ as it's called here at the
moment). Each C-button controls an element,
Cc = i) is La a Y
for the game, with at least
four more months to go
ocd (ol Kom ae [O(c oM ole)
complete, it already
boasts some nifty new
ideas. The magic system,
for example, is unique,
Viti tale ole amour ce
that the game's plot'll be
entwined around being
combined to produce an
almost infinite range of
spells. And the way day
lol erel come Varo Mal Fal em li eT
you play is an interesting
touch, too, although it
feels a bit odd wandering around in
the middle of the night. Maybe
there'll be a ‘sleep’ option.
And then, of course, there's the
storyline and the puzzles, which
haven't begun to be implemented
yet. Only Imagineer know what'll
happen once you've set out on
your quest, although we can expect
a bit of character-swapping (as well
as your wizard bloke you can
control Princess Nina and Cozi the
pirate). There are a couple of other
things we hope they're planning to
add as well: a map for charting ©
Nob Lem Ley 1 CetsoPir UBL © (YC (0 con
style cut-scenes so Holy Magic
Century hasa filmic quality to
rival Final Fantasy Vil on 0
the PlayStation.
WHEN WILL WE SEE IT?
Holy Magic Century should see the
light of day in Japan around»
OEM Mii et)
version a few months laters
Wee Pee errr
CET lg a ace Eyre It’s great.
are brilliant, like the giant frogs with
swords and these really weird green
blokes with wrap-around capes who
squash themselves down and then
spring up into the air before diving
back down and injuring you.
And although it's early days yet
FuSoYa casts
dost sal
ae caught a
pie x i new,
fe «sane
ce to om
sae
lece aS
4 Sake sque pt el ible af
Holy Magic wiper E
Me ‘ oe or ae J a F
ps ae bn a B
nee am
i in’ respect’.
Trey
: ae ing pm ‘eMiEsuma
aR heey Rie) re
i pi ark roiled 5
fro pine. .
ea 2
September 1997 Lt ©
Along with Zelda, Mother 3 is Nintendo's other big in-house RPG. But
this one's going to be for the 64DD only.
other 3 is going to
be big. Enormous, in
eae eee
interview, Mr
Benimaru Itoh, the game's art
designer, predicted that it'll take
between 40 and 60 hours to play the
game through from start to
finish. And that’s assuming
Nolte ms arte
FuSoYa casts
daa
ee ek ey
ES) ler eh
i fae ae
ot
5 Ee rare a ‘ if
sai, re te iS
i Pe Ey ys aa
sas Sean os bel) eg
Lore en.
Li a UU eels
the end of the story, because HAL
Laboratory along with Shigesato Itoi’s
APE team, who're putting Mother 3
together for Nintendo, are trying as
hard as possible to avoid the linear
route that runs through most RPGs.
They're planning lots of detours off
the beaten track that you're unlikely
to discover unless you return again
and again.
But, although HAL are promising
a host of new ideas for Mother 3, it's
likely to be the most traditional of the
N64 RPGs that've been announced so
far. It'll have a separate ‘battle mode’
for encounters with parties of
monsters, like Final Fantasy gamesy
TC UL MU [ena ODEN) od
character you'll be,imeontro! of a
a of Fs to. NC eli
emma eyo le people.
Those who've played previous
1 fod agTrme <UL aT Un
likely mean the SNES's Mother 2,
released as Earthbound in the West)
will be comforted to learn that the
plot continues to follow the the story
of Pokey. Otherwise, though, the
third instalment’s going to be very
different. It'll consist of twelve
chapters, and won't just be set in
smalltown America like Mother 2
ee em Cee aN
around from medieval to fantasy to
science fiction worlds.
The other important thing about
Nola mM tar-\ ele g me)
64DD's launch games, and HAL are
planning to take full advantage of the
Né4 disc drive's unique features. The
writability, forexample, will be
exploited to make the world evolve as
you play, remembering everything
you do to make your copy of Mother
3 different from everyone else's. “For
example,” said Mr Benimaru, “your
character might drop some of their
food somewhere. This food might
attract a hungry monster to that
location. Your game would have a
monster in that place, while another
player's wouldn't.” The 64DD's built-
in clock, too, will be employed so that
Tam CMON (eld ee elie}
even when you're not playing and
your N64 is switched off. Spooky, eh?
And, er, expect Mother 3 to be a
bit odd, too. (Its designer, Shigesato
Itoi, is the archetypal mad genius.)
Heavily armed pigs will abound, along
with a doughnut-loving professor and
what looks like a giant oil pipeline (or,
as Wil suspects, a supply of raspberry
jam for the village's doughnuts.)
ial ove ele rcarta
English translation of Mother 3, as
Nintendo know that America - the
N64’s biggest market by far — is
beginning to love RPGs just as much
as the Japanese. But quite when, we
wouldn't care to speculate. Not until
the 64DD is released to the
West early next year, though,
that’s for sure.
WHEN WILL WE SEE IT?
Mother 3 should appear in Japan
along with the 64DD in March of
next year. Expect to see an English
Vey em eC
ay
Anything could happen
mM eam
V This is a Goemon ter Tu
—
GANBARE
Go for it!
A Die, giant
ee eae a
lett Ane Ta
DM Eee
won't let us past’
V Ceol le ALLL
Teant rhe)
OG 2) oa a |
GOEMON
= re ie (od) PES
100¥, you say?
Urea
can’t... Argh.”
<{ The intro
sequence was
all done and
dusted months
Ele (Meee
ya oe CQ aan ae ert) onger
» and modern yi]
nis ee ale te oe
rp Yat Coe etd
6 Baa ii
~ Goemon Impact :
ees SOL aE [Le AR a1 C3 3
] 4 eet og Ur coe
. p
: mer etm ‘int Py
wa Hd a retain lat in f
4 Pep aera yg mae
aca ian Oa ie d
pea
FuSoYa casts
‘doubt’
emp i sit ae re
oa was in seventh UTI
oe ad iit ian ie
i lee Peed it. s Se
Pee ML tio 4 ae
er level, phe ile
meron pol pot ake (ieee ae Eas a
PereitE) ihe
as is b i Et ’
Ig only h ope th
aN Peat :
2 ea be scp Ch
Tia) Ce
Konami's N64 role player is on the very brink of — Ta Pree
But will brave young Goemon ever make it to the
anbare Goemon 5 was due
to be released in Japan within
seconds of this month’s N64
: 4 ay peer going to press, so
we'll have a no-holds-barred import
review of it in the next issue. But the
pre-launch reviews in Japan of
LOE PU ere e lela
have been favourable, as were the
impressions we got when we played an
early version a couple of months ago,
so the prospects are good.
Like so many of the N64's games so
ileal Oo) s(e/g om SMe a MUG octet c-1)
behind it — in this case, four SNES
games, three NES games and a Game
Boy cart. But only one has ever made it
to the West: the first SNES game, which
arrived under the monicker Legend of
the Mystical Ninja and didn't meet with
great success thanks to its Japanese
peculiarity and a dismal translation by
Konami’s American wing. In Japan,
however, they love Goemon games, and
the new N64 version is the most
about having fun, and never takes itself
too seriously. The usual bizarre selection
of characters are present, including Yae
the green-haired mermaid/girl,
Ebisumaru with his strange nose-
encircling hat, and Sasuke the robot.
And they'll doubtless be doing far more
than just hopping from platform to
platform, with Goemon games
traditionally including a wealth of
curious sub-games and parodies. There's
Japanese text as far as the eye can see,
unfortunately, but canned laughter
suggests there's all sorts of jolly japery
going on.
But it’s a also a game from Konami
(possibly the most respected third-party
Nintendo developer), so that means
top-of-the-line programming. Even
in the early version we played the
graphics looked more detailed
fal UA e tate OL moos] ay 4
any of the smoothness. The levels
CUM Ia ig eclKo\Vme-iial ce mm eolanle)ialiay4
medieval Japan with giant robots in
being unearthed months after the
Peles ee (ol ork
NOM ate N Menlo ONT ON Noy Ccrga
Fee lanl eta lo) -11 116) e0) 41110.) (0-0 ef
Japanese text - much more than the
Japanese version of Super Mario 64 — so
MUTA cc Atarctmr-ls) Val ot len i(c) sulesse
persistent import gamers ate going to be
able to get much out of it What's
needed, then, is an English translation
and a UK release. And Konami are still
trying to make their minds rc
whether to do one. The main sticking
point, apparently, other than Mystical
Ninja's lukewarm reception, oats Sy.) E
the cart: at 128 Megabit it ro Id sell ae
=
Ue
over £65 with Nintendo's current
manufacturing costs, so Konami are
trying to negotiate a better deal. But
according to their UK office, after
looking pretty bleak a couple of months
ago, the outlook is now “much
more positive”. Fingers crossed,
fig
ML lee) LE exe Lec
WHEN WILL WE SEE IT?
Ganbare Goemon 5 is out in Japan as
you read this so we'll have a typically
yat ln mesh “8
&
+
eh APE
important N64 release for quite a while.
In the Goemon tradition, GG5 is all
a distinctively Goemon way. And
it’s likely that secrets will still be
GO! =)
cee C1 Li
September 1997 Lt YI 35
Peo
next year, Nintendo
will unveil in Japan
what amounts to
phase two of Project Reality: the
64DD, which will turn the N64
ee UU rll
DEC Umeda ar mt at
N64, it will provide the machine
PT Mee let ela 4
Pe ea sh
ca Cee em Lod
eT Colm Deir oe LENT Lyd
games to the N64.
64DD discs will fall halfway
between CD-ROM and floppy discs,
combining a high storage capacity (64
UVNerxcley 2c) THA Camas eted| VOL
floppy discs (about half of each disc
Tae ad)
AMY meUlC cial Naan ON meld. cors
WoT ee Uae
development for the N64.
Pocket Monsters 64 will be one
of the 64DD's launch games,
alm mera orm OET RMAs]
will follow along afterwards,
and will be more of a sequel to
the Game Boy's PM game.
Mie el aoe
massively successful (in Japan)
(Orlane so) a LeU
fuera Lakeman MEN CO LCE 0
Lifcdal em eel )t0 lc mtg lanme-lale, @
train them for your own
purposes. You
ought to be a
able to build — :
an army oO
hundre¢
die-hard
er Mario RPG on
OW om tartan
plumbers exploits could quite
easily be expanded into a
worthwhile tale. What made it
all the more fun wasn’t that it
successfully married typical
Mario gameplay and simplicity
to the normal turn-based battle
system, but the way Square
and Nintendo wern't afraid to
gently poke fun at all the Mario
standards. Just how can the
princess be so stupid as to get
kidnapped all the time?
Hopefully this 64DD sequel
(now taken totally in-house at
Nintendo's Kyoto headquarters)
will keep that same sense of
fun while taking advantage of
the DD's size and customisation 0
cll M ALOR TI AMUN Uisle) Cone
at the helm we should jolly ian
faalia) aon Pe
WHEN WILL WE SEE IT?
Bae)
jto next year and
(ERM el
SST)
The game's apparently 50% we
complete, so it should appear |
soon after the 64DD’‘s lau:
next year. In Japan, at
will be write-to-able by the game),
along with access times approaching
those of the hard disc on a fast PC.
So, unsurprisingly, most of the
developers who've so far discussed
their plans for RPGs have also said
id ACMI meiTeCNmNU Eom aod
Fela | a aoe 1) BEAM ale Mel mr-LK =
looking at using it. Mother 3, for
example, will be one of the 64DD's
launch games, along with a special
version of Zelda
Miao nee ( ula oman mel-1c
for the 64DD - early next year in
Japan is the nbest guess, with Europe
not too long afterwards we hope — but
Nintendo have released plenty of
information about it, revealing how it
will change RPGing for ever:
DD dream
Nintendo's revolutionary disk drive unit, due nex
year, will be particularly well suited to RPGs.
DESTINED FOR DISK OR CART?
Ur mee Mel me erm) ul am MLM TCU FT
year. So their progrrammers must be seriously considering taking the ‘TO
ees
Heaven
PN carla ol 0-1 ol Cela
mysterious Hybrid Heaven so
far is some stunning video
footage which actually turned
out to be real in-game scenes.
But, although it looks more like
acim MENACE MUU Def
Gear Solid, Konami, who are 3
ofl Taya eect SmI NAO me) m-Cols (og es
RPGs, say there's no
connection. Maybe it’s jus
Ry ladiafcam are meeln |
UK Co)
game on car
but Koni
D disc,
ire also
canto DD WIL<clN
considering they see
the project continuing on as a
developing series.
@ Every RPG needs to be set in a huge
world, and have loads of characters,
oodles of dialogue, masses of varied
scenery and heaps of story-enhancing
cut-scenes. Although it's amazing what
can be packed into an N64 cart, a
64DD disc, at eight times the size of
the average cart, will make developers’
lives much easier.
@ Unlike carts, or even CD-ROM discs,
64DD discs will be writable. This will
allow the game to modify itself as you
play, with the world eveolving around
you. (Shigesato Itoi is particularly keen
to exploit this aspect with Mother 3.)
You'll also be able to customise your
characters in complex ways.
@ 64DD discs will cost much less to
manufacture than carts. This has
Ogre
ictal UMMA tate) =
(erat ee COME LL gT0\0 =
translated into Et
American mar
released in
ext year
olan aera Cea
never in the UK. Sob.
Battle 64
ovale eae nT
y a Strategy RPG
an an action one, the
original (and its sequel,
ctics Ogre) had you moving
your party of warriors about in
the manner of a wargame.
the All its developers, Quest,
Coes ORCC EE Um
LeTatiey oe CRS Sper Teo
Again, probably not till next
year, especially if it’s going to
be a disc game. And maybe
advantages for both the developers —
they'll be able to plough more of their
resources into the complicated business
of creating RPGs — and us, who won't
have to pay as much for the games.
@ The 64DD's real-time clock will keep
track of time even when your N64 is
turned off. So when you turn it back
on again, an RPG will be able to see
how much time has elapsed since you
last played and update events in the
game's world accordingly. (Again,
Mother 3 will take advantage of this.)
@ The extra 64DD's extra 4Mb of
memory will allow large areas of map
to be read off the disc in one go, so |
you won't have to suffer
constant accessing delays as -
with CD-ROM. F
e
On
blem 64
e One of the few Nintendo-
developed games never to
have been released outside is
‘the the SNES's Fire Emblem, which,
Eu Mol
Eola mT C16 0c ad
te ECR
translated into English. It wa
however, turned into a
ebullcis film.
“]
eats
d strategy, so
CLM MOU alm Como delcal
n the N64 version. It was
~ also strong on character
development, though,
something that the 64DD's
writability and clock could be
usefully employed in.
SBS a ey Hast eee
Be ea Le CL
Cy ae Lea Led
possibly never at all here in
Europe. It’s probably too
wargamelike for us.
Kevin Trotter of Cleveleys summons
the courage to ask FuSoYa:
1. Will there be a Lord Of The Rings
game for the N64?
FuSoYa chuckles to himself through
MIU Uo Cs ee
Do you, mean KSC CLM Manel
drastically dismal SNES version of
Ke)(e RO} Mm Eta + Fa ©) Mao R Us
venerable classic of yesteryear from
Melbourne House? Either way the
answer, for the time being, has to be
no. FuSoYa would hazard a guess
that if anyone tried to do Tolkein’s
oem RTM tem OER a
would merely end up as a point-and-
click Pratchett-esque adventure on
ee
2. Will any of the PlayStation’s RPGs
like Vandal Hearts and Wild Arms be
coming out on the N64?
FuSoYa casts ‘same old, same old’
As Wild Arms was released under
Sony's own label, FuSoYa very much
doubts that you'll see a Nintendo 64
Rye elm VAL Ee 8 11s aC
quite an enjoyable little romp.
Vandal Hearts is another kettle of
strategy-based enchanted fishes,
however. There have been rumours
for some time that both Vandal
Hearts and Konami's Suikoden could
appear on the N64, and although
nothing has yet been contirmed, with»
the company’s heavy Nintendo 64
CoN ated) TE) UMM Pek 1 -
3. | thought ///usion Of Time fort
SNES was one of the best games 01
all time. Will there be an Me
ieee
FuSoYa drifts off for a moment, as if
EM ec Uscem ule ua CMC UT elie]
Um Coe W conta
Illusion Of Time 64 is doubtful as it
Rem eee Mot oe
oe ROL eee
developer called Quintet. It started
SoU si -PAmm eo Lee Um Ode
ETem erent]? 71 0 (net Sey 40 ea
Creation fae and Earth, which
you'll be pleased to learn is available
mene), @m tte mii le
anigma. As Quintet have
yet to'announce a further game,
FuSoYa guesses that it might be
fofexx3 Ee eee
a N64. Only time will tell.
4. | really like the RPG section. Is
LUCA egret oMO) MULT LdIty eal ofa.
FuSoYa summons ‘the subliminal
dragon of greed’ —
OMAaN eae 4
management submit tomy
OIC Me Ela EM OM kei
renumeration and let me play my
Todd Rundgren's Utopia albums very
loud.But seriously. | already impart to
you every bit of RPG news there is
every month. If and when there is
more to tell, RPG.news will expand
in proportion.
Pe UEv (el mrt ele Reel e ey
worried about the following (silly
| ral at Ogre Battle 64 and
Suikoden will come to the N64, and
Tales Of Phantasia 2 and Dragon ~*~
Quest VII to the 64DD. Is that true?
TCU tal Yeo Lom Co 0 co) oC
i Bongo cape:...
a >»
As | said before, even though
Suikoden 2 has already been
announced for the PlayStation, the
rumours still persist that a N64
Suikoden is possible. FuSoYa has also
heard that Quest are planning the
next installment of the Ogre series
for the N64, but other than that he
_..knows no more (hard to believe, |
know). Alas, though, both Tales Of
Phantasia 2 (which is called Tales Of
Destiny) and Dragon Quest VII will
both be PlayStation-only.
As for RPGs coming to Europe,
we will have to wait and see, but the
aire wT Om
were with the SNES.
And finally, Hassan Balli of London
CE oe Or tg
1. Are there any 2D RPGs planned
Forma ce Cal aOR a Cant
N64 would be an ideal platform for
them, as they don’t take up as much
cartridge space like 3D games.
FuSoYa perks up and looks earnest...
FuSoYa made mention of this very
eo) em ULM LY aS a LL
no reason why there shouldn't be
traditional sprite-based RPGs on the
Nox Mn AAT om CLO) Yanai el el Zorg
see the like from Nintendo
themselves, as they see the machine
really as a 3D powerhouse, and
NTR mA ce COME CIM Oto
gaming ideas on his mind than to
replicate what has gone before, | can
Eyer Ye) ET melds MEIC) AES AFM Ke
__party developers trying their hand.
a em Aaa
oN , en is the probability that
idly. examines the washing Nintendo will release a Zelda
compilation like they did with Mario
uSoYa
BoM lem ease extravaganza I,
eae will answer, in a flurry
magic powder, yet more of your
questions. Go on, challenge me.
i aC
de)
Vek ya
FuYoSa slowly nods his head...
mele orm ee LoVe
RYN McK) ACR
3. | have noticed that you * two
Mario RPG games on the Ultra
Release List - Super Mario RPG 64
and Super Mario RPG 2. Does this
mean that the 64DD is to get a new
Mario RPG game or an enhanced
version of the N64's?
FuSoYa casts ‘the look of daggers’
ae MOM NY Seer
team and not, | hasten to add,
FuSoYa. There is only one Super
Mario RPG in development at the
moment and it is Super Mario RPG 2
on the 64DD, a follow-up to the
Square/Nintendo original. Those
rx) NONAE/ OVE AT UCOLe GoM Lol
banished to the dark realm of eternal
drum and bass until they whimper.
INR ae iam Mie tceRTRU
our little sojourn into the potentially
blockbusting world of Nintendo 64
RPGs. FuSoYa is feeling a little tired
now and needs to put his feet up
PMMA Ue REV aU)
hour with a Scott Adams Marvel
ONC mee Lm Co Le Lol
a burning RPG question that just
won't wait, then send it to me at:
Ask FuSoYa, N64 Magazine, 30
Wyma e lees W edhe
Ask me why so many people get
mixed up over the difference
eT oY Cort Le Me LiLo)
Coe Mem ele Ue | oC a
Meteo! You have been warned. C)
a
a”)
i
y4
a
5
Y
w“
J
a
3.
4
os
= REVIEWED, RATED... AND COMPLETED!
“Ohhbhh what a
Mugging!"
screams the
hyper-ventilating
commentator.
Wayne Gretzky
— it's vice on ice.
40
GRETZKY’'S
3D HOCKEY
Tey
al
a a
Oe
os
Meet the guys in
; a at-yi ae Urea]
i Yankee
Po . incarnation.
w 4 | Yeee-haa!
a
e . oS
| Reet ers es, et ies =a Ei
cy 7 Time for a little :
payback! a :
” ws , : a — ™~
We play all new Nintendo 64 games thoroughly and,
if they're really great, we'll play them through to the
end before arriving at a verdict. Our scores are
considered carefully, taking into account the high
cost of Nintendo games and the incredible
capabilities of the N64. Here's how it works:
and above
Ny Boom Shak-a-lak!
— _ <4 Geddown for
Leo eel U3
af time! (We'll get
ee our coats.)
BEST TIME
ee ee
132m tl
O's asit
The N64 can produce graphics undreamt
of before its arrival, and our ‘Visuals’ 9 VISUALS
category takes this into account.
- Has it got good noises in? And is the
music good? Or just annoying? These 9 SOUNDS
things matter, they really do.
Fr ’ ; How well does the game make use of
Japanese and American games the N64's amazing hardware? A Mario- 9 MASTERY
can only be obtained through
specialist importers, and won't
work on UK N64s. To play them
It may look great, and sound brilliant,
maa ose ¥ Va a Ee Ug) ae gee ea but will you finish it in five minutes and te LIFESPAN
American machine, or a modified never want to play it again?
alk time with some : 1U) aN Olam lai cles Lr Cel-Tolcel dees ae 8
you can get one of these devices And the big markat the:end is
added wib ey = I He ei hes gee talalg essentially a measure of how much fun Vv E ed D | (as
you're likely to get out of the game.
September 1997 39
HARTFORD
MONTR
EAL
s } — ef
cE 4 LONG ISLAND 0; ™
Wayne Gretzky's 3D Hockey
MIDWAY
LIVING IN SIM
Opt for the simulation mode and there's a certain
amount of rule-abiding to be done. So understand
those penalty rulings with N64's quick A-Z...
Arcade or Regulation: Arcade gives you a reduced play
area, speeding up attacking play and making it more
difficult to defend. However, by switching to Regulation,
you can play on a proper-sized rink and up the number of
players to five without fear of having too many sticks
NAVY oan Cell (ele attention
rei
\ TAM oF}
(SAN JOSE
_BUFFALO
GRETZKY'S
HOCKEY
In America, the lad Gretzky helped shift millions
of copies of the N64's first sports game. But now
Europe beckons. So, can the world's biggest sports
star* still cut the high energy mustard?
* According to a survey compiled by Wayne Gretzky's immediate family.
=
Zz
mm
“
a
mm
=
N
“a
og’
wv
we
u
=
0
A
a
rm
ng
Tm elo Olea COM MTolOL dara CUiT Ua) 50 : ae ~ = " 4 So needlessly complicated you need a Degree in
Viele) ollay-m elem tle anced lare} : , 4 Microphysics to understand it, Icing is where your
another player's person), s cate a ed lot opponent smashes the puck from inside their own half
tripping, cross-checking and p. > . a and it passes over your goal line. Not too difficult, you
charging then you might find aa r might surmise. No, but let the manual explain the rest:
Nel TSMC ATM UMN AM Tame lane a eer: “A face-off will then take place in the defensive zone of
regular basis for anything up to : _ i SMTi ee the team who iced the puck. After the puck has been
VMI O ecm UMC MOLI) . . eee . ee > r o ; iced, the referee will call Icing the moment the puck is
man down, you can't replace : / touched by a defending player". Right. Splendid, then.
him, giving the opposition ace 5 ‘aan
what's called a ‘Power Play’
If you shove your stick into an
opponent's gut and don’t get
Leta SAUCE
doesn't necessarily mean you've
got away with a foul. If a
Ecce Xero Ce —% Every time a foul is committed, play stops (a reason is
STM imma ca tale TC given for any breakages) and the nearest red circle used
wait until he’s come out before : te as a face-off point. The choice of circle depends on who
he can give you a time penalty- ry : fouled: if you were defending and fouled then the play
style seeing to. P - se stays in your opponent's ‘offensive zone’, giving them
the advantage. The same is true if you were attacking ‘ xe. 1 E ; .
1 co! ©
Go!
September 1997
NG6y 1
@ NOT...
yA LE)
mugging,”
ea
Rae
Turn fouls
off and
you'll get
EAL)
it, though.
“You have offended
me, sir. Stand ready.”
Not as complicated as Simulation mode and with a smoother, stoppage-free
feel, Arcade mode is for the less serious ice hockey follower...
Fouling
The C buttons are the key to a slew of 999-worthy fouls. Left
C will completely floor your opponent with a body check
(though the CPU players are more than ready to do exactly the
same to you, should the situation arise), Top C operates the
handy hook, which does similar rink/face interfacing, while
Right C is an out-and-out trip, sending your opponents sliding,
belly-first, half way across the playing area. If, however, you're
feeling especially cunning, try tapping A and Bottom C at the
same time to make yourself dive. Depending on how credible
your fall turns out to be, the referee can blow up and hand
you a penalty, even though your opponent never touched you.
HC o ] ou
a
=!
Of course, it helps if you
learn to skate before
joining an ice hockey
ie)
“Aw, come on, Barry!”
“Nah. You guys carry on.
I’ve never liked playing
UCR me a
Fighting
Hardly Mortal Kombat (though that's
probably a good thing), but if your
player's anger meter (the small blue bar
below the thick team colour bars) fills up,
a fight will begin on the ice. Generally,
players will only be provoked into a scrap
if you've been hooking away at their legs
all match and, although the results aren't
massively silky, it offers a chance to
release that in-match tension with a spot
of A and B button bashing. This can
actually be switched on or off in both
modes, but with the
Simulation set-up
already amply
broken-up by lorry-
loads of refereeing
decisions, the oft-
occurring fist- *
pummelling might DAN ee) rod ee
only frustrate. oe the similarity of
c these pictures. Ice,
players, and that’s
about your lot.
Anaheim, or ae
eee are pretty hot stuff after their
spell under the expert coachmanship of
Emilio Estevez. So Gretzky - with dental
work of the very highest variety - De ree
out the goods.
PE
eine Bs y
triumph at !
Lele a
Tee R dg melsm oly leeks
the Rangers’ goal.
ileal ETN ei
Ee WEB elm elo
een a
lee eo ETB mom eu iog
ice space.
“Ooooh...” offers the commentator as the
first shot of the game skittles wide.
Aaaand, here he is! Gretzky picks up the
Flite a
looking around
for options, on
bert eel
something just
a little bit
special...
nel
“Ooh,
rar) a
a mugging!”
bawls the
eee Clee
me ott
leu
Simpson
ela
Gretzky is
checked and
Uwe a 4
Ducks slide
oyel-Maleyis ce)
nip into the
lead at -
B33 577 ie
pe
pair
Gretzky - :
eee 2
(eee ete ae ge Rea et eee ey ee
fe MEST Bee eke ele le meee fa
contribution by jumping curve across the ice, passing one, two
Ree Bee eRe Relslae R Run ela
spot. A stoppage is Bele eeenels did i ee
called while he receives
his medication.
C) 2 . Ae a] Pr
aa
But wait! It’s
feeds le)
period and a
Lica
broken out between
Gretzky and an
é opponent. Things turn
bea 1 a Kole
es star takes one in the
jaw, but he comes
back - giving as good
as he gets - witha
elle M ele alate evel
eel eel te le ele
cuffing. Nasty!
ai com Ul WEL ae ltr acme dale Mest eines yee es
tense. Anaheim are 7-6 up and there are mere
..and TWOT! He scores. 8-7 and the
ee York Rangers win. The Mighty
Ducks’ Coach Estevez later commented:
‘Well, that’s ruddy well done it, hasn't it?
seconds left. Gretzky hunts around for the Now I’m even less famous than Charlie Sheen’.
puck, picks it up in his own half, carries it
forward, seeks out a team mate and...
Perpiel Re wey ac | ANAV/
JOIN SIDES!
For a cunning-as-a-fox
two-player Practice
Mode, plug two
controllers in before
you switch on the
machine. Once things
are up and running, zip
along to the Main
Menu and select the
Practice option. Now
A and hold on
controllers. If
done properly, both
player selectors will
appear in the left
hand column, allowing
you to partake in a
wholly versus the
computer match.
STICKING AROUND
When playing Gretzky,
you only actually take
control of one of the
members of your stick-
wielding side whilst the
computer takes care of
the rest. However, if
you want to take hold
of a CPU-controlled
player when they get
hold of the puck, you
can actually just tap
the Right shoulder pad
to do so. Or, merely go
to the Options screen
and change from
manual Player
Switching to
automatic. Now,
everytime one of your
players has the puck,
you'll have control of
them, rather than the
computer (although,
it's worth
remembering, the
computer is a useful
ally when you first take
to Gretzky).
ef Issue 6
ce hockey, although American, is a
perfectly acceptable sport. While
inadvertently falling down a mine
shaft might appear more inviting
than an afternoon in the company of NBA
Hangtime or Power Pro Baseball, a few
hours watching the inhabitants of the
National Hockey League scoot about a 64-
bit ice rink isn't something we'd object to.
And so we shouldn't as this super-fast,
super-smooth Midway package turns out to
be a strapping hunk of a game that'll
produce guffaws and gasps aplenty in a
fashion only equalled by /SS64 in the sports
arena. (Although those expecting a
Konami-like all-over sheen will be
somewhat disappointed.)
The main point of interest will rightly be
the analogue stick, which allows for a
CALGAR
NEW JERSEY
wonderful sense of on-rink freedom.
Swooping around, picking up the puck and
accelerating away towards goal is magically
done, with the glide of the ice perfectly
recreated, while collisions, tackles and the
thwack of stick on puck feels every bit as
solid as it should.
Occasionally, the logistics of ice make
for understandably frustrating play as you
home in on an opponent, miss your
challenge and find yourself unable to
recover quick enough to prevent them
scoring, but the fact that, for the first time,
it actually feels like you're sailing across the
polished surface of a rink is such an
accomplishment, you'll easily find it in your
heart to forgive and forget.
Gretzky is split into two modes: arcade
and simulation. Less-serious ice hockey fans
will opt for the former, which doesn't have
stoppages for penalties and rule-breaking
and, instead, goes for a smattering of fist-
fights, fouling and flaming pucks. The
simulation mode, though, reinstates all the
rules of the game and also allows for
increased team membership (anything up to
five-a-side) and substitutions. There are also
spells in the Sin Bin for those who commit
in-match stick crimes.
Multi-player mode, though, is where
Gretzky really comes alive, with up to four
puck-players able to take to the rink at any
one time (with colour co-ordination
allowing you to properly use those multi-
coloured joypads). Mastering the C-Buttons
is the key to enjoying this set-up, with each
one designated a separate dastardly
function. Left C, for example, body checks
Hitz Ct a F,*
LS — -
OT s12°):) ae
MONTREAL
>
your opponent, giving you the opportunity
to flatten them and steal the puck (which
is probably the point). These become
essential later on, especially as the CPU-
controlled players are quite prepared to
give as good as they get.
It's at the feet of the CPU-controlled
players, though, where Gretzky and his 3D
Hockey comes a bit unstuck. The incentive
to become unbeatable at the game is
admirable, but the Al sometimes astonishes
with its plain-as-day last-second winning
goals and occasional fouls without contact.
During a season, you'll loose count of the
times where you've been 9-8 up with 10
seconds left and then been left staring at
the “Game Over" screen with a 10-9 score
flashing at the foot of the screen.
And, in truth, for all the 64-bit visual
tami h
Weyer 7
SAN JOSE
BUFFALO
mastery on show, there's really not a lot
more to Gretzky than the SNES and Mega
Drive NHL games of old. In /SS64, at least,
you can produce a wealth of moves that
would never have been possible on the
SNES (and even the PlayStation). Here,
though, apart from the analogue stick-led
slide of the ice, there's nothing that
wasn't previously accessible in the 16-bit
world. But that's probably more to do with
the sport than anything Midway have
done wrong.
As for N64's (i.e., notorious tight-fist
Jonathan's) previous review of Gretzky,
well... slightly harsh, in truth. 70% is a
mark for good baseball games, not good
ice hockey games, and certainly not ice
hockey games that are this enjoyable. It
has its faults, yes, but Midway's first N64
OTTAWA
COLORADO
game is still one of their best. Get
International Superstar Soccer 64 before
you get this. But then get this. Hmm?
September 1997 c
TRADING PLACES
Start a game. Get
yourself to Setup, then
Options. Now, hold L
and tap Down, Down,
Up, Up, Down, Down,
Right, Right and Down
(on the C button pad).
Once you've managed
that, leg it to the
Records option and
then access Team
Stats. Now press Top C
ten times and the
secret ‘Modify Teams’
option appears. You
can now chop and
change the teams on
offer to your liking
(however, like the
Super Teams, you can't
play a whole season
with your new side).
MORE!
The complete set of
Gretzky cheats appear
in this month's
Nintendo Hotline
Cheats section. Merely
use your fingers to
turn the pages...
Not stunning, but
satisfyingly ice-like, and
the motion-captured
players are lovely.
Inexcusable guitar rawk
that sounds like Guns ‘n’
Roses, and barely
audible crowd FX.
Sleek control tailored to
the analogue stick,
although play
occasionally lacks detail.
Multi-player mode is
splendid, and the options
on offer, life-filling.
VERDICT
Bullet-fast, liberally
violent and enthralling
in multi-player mode,
Wayne Gretzky's 3D
Hockey is the best
ice hockey game on
any system.
5
=<
z
mi
\
aw
mi
4
N
a
=
w
w
u
=
0
A
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m
ng
Aa OS eee)
PREVIOUSLY iT N64 Hangtime in issue 1. It got 5
Co
Seta aT a
+ 31-0
ah
PIPPEN att nt Le at rah w= ee i iat ad
The strange, disjointed
faces run around the
court scaring children.
You cheater! You
deceiver of men! Goal- [>
tending is a hanging
yak
valli ve al 7 La
Et
P.
bi fa
sh ey S|
One of NBA Hangtime’s most nearly-
exciting features is its extensive
cheats library — a relic from its coin-
op origins, where a plethora of
hidden features would, it was
s thought, keep the kids popping in
parla ve io Li their coins even when they were past
pre aaa ae 2 20 pnd | ea iy caring about the game itself.
ea Vale ra : H r 0 coal
Schrempe. Nice
name. Robinson.
Nice headband.
Cheeky Dennis Rodman of the Chicago
Bulls is one half of your default squad —
and the conventionality-spurning
individualist is well known in the US for his
quirkily-coloured coiffure. Literally seconds
of lifespan-enhancing amusement will
ensue when you discover that you can
change the colour of said barnet by
pressing the Pass button after you have
selected your team. Hair-larious!
eae bei Rt eS Lig
Ct
CHARLOTTE
eer a
OLEVELAND . is
na LY Dre
A ae
aaa
I ype
Z 7 GLIS a Ee nde
A brief gi
Ossary of som
e le of the
excitable commentator in ie yelled by RL Dad IF YOU ARE FACING STRAIGHT UP OR
‘angtime. ea ld DOWN, PULL THE CONTROL STICK TO THE LEFT
eS On fire! the CPU gives een
He's Playing well you a smidgen
From own; yale ase PON SR Ca me A 0s
5 Ntown! RELEASE OF THE BALL!
That sh ah
ot travell A Le | 10 tl a ma Pras
€d some distance oll bf > F
Serious angtime! ;
No jokes, Please; w f . Fg Ba olLL Serre)
Hangtime, y‘aify 2s ah ee
ou. - : mm. ¥, F
B. d you direct me to the airpo> SF, ’ As EY ert ak OLE
‘00m Shak. Port? ae . wiiva:
The Do Not Tumble Drys
NBA Hangtime
GT 7
&
F< a
My wife has
a swollen hat
Zz
w
>
x
>
Zz
5)
=
>
mi
shirt smells of fish
ae at
ridider nothing else!
some serious Hangtime, y'all! Um,
-a-lack! Oh. Tsch. Who cares?
The original NBA Jam machine had a gut- | Even more outlandishly rib-tickling, For some infinitely-welcome relief from
splittingly entertaining Big Head mode, though, is — wait for it - the Baby Mode. the same-old same-old indoor basketball
and NBA Hangtime’s designers have oh- Rather than have big heads, you see, this court on which you'll endure most of your
so-cunningly taken that original idea and - | gives the players... small bodies! A-ha ha ‘hangtime’, hold Left on the joystick and
exhibiting all the awesome imagination ha. Use your three control buttons to push the Turbo button three times quickly
they've shown throughout the entire enter the number 025 at the team at the team matchup screen. Your reward?
game — copied it. At the team match-up matchup screen if you feel ready to An all-new playing surface, atop a block
screen which appears after both sides have | experience this comic phenomenon. of flats. Or, since we're in America, a
block of ‘apartments’. Whatever.
selected their players, before the ‘action’
itself, hold Up on the joystick then press
Pass and Turbo at the same time.
PRESS : PRES' PRESS aD £ontRoL eRe
start * a phar Sart] wo Byes am Laer tt hm tah
|
mgPRESS TTT) BIE
Thy et SF START rig
b
is
--
GO! rT)
The 76ers GO!
Oe
INGy
September 1997
The Eagles
The Hornets
@ NOT...
HOOP DREAMZZZ2ZzZ...
There's a Create Player facility in NBA Hangtime and - get this! - you can
create your own player! Oh, alright, as much as we hate the game, there's no
denying, producing your own freaks is a veritable smile-fest...
Corea) Ree ee L Lid
rst) |
ke
Ce Aa
BULLS GRIZZLIES
SELECT
get kG fe ay aa
ela
PLAYER
machine which itself has
developed almost
unnoticeably from the
original NBA Jam - a
novelty hit some four years
ago. As a result, it makes no
use whatsoever of any N64
features, feels hopelessly
outdated, and is basically an
insult to the hardware.
If, on the other hand,
you find the endless to-ing
and fro-ing of two-on-two
basketball about as
interesting as watching dried
paint, you'll like it even less.
“Oh, we scored. Oh, they
scored. Oh, we scored. Oh, they scored.
Oh, we tried something clever and it
didn't work, so they scored. Oh, we shook
our heads in disgust, and scored again, just
by running towards the hoop and dunking
, the ball."
4 NBA Hangtime's most serious
4 = shortcoming — at the top of a long list — is
its slapdash 3D. It's embarrassingly clear
that no-one with any imagination has
worked on this game since the earliest
NBA Jam days, and as a result we're still
saddled with the confusing, inane and
erhaps you like basketball.
Perhaps, even, you're a fan of
that bizarre variation of the sport
which pits teams of two players
against each other, as depicted in the film
White Men Can't Jump. It could be that
you don’t think this a mind-meltingly
repetitive and frankly ludicrous pastime.
Rumour has it these kind of people do, in
fact, exist.
But even if you are a member of this
mythical clique, you're going to be
disappointed with NBA Hangtime. It's a
workmanlike port of a recent arcade
=—2>. Po Ee
" _—
a Ed
“That's Grade A, buddy-o!” A basket
is nicely dunked in NBA Hangtime.
a
ea
A Groovy! Another basket goes in as
everyone in the world falls asleep.
utterly unrealistic two-and-a-half
dimensional approach of the ancient
original, whereby unscaled sprites lurch up
and down the screen to simulate running
into depth, and the camera — fixed-focus
Instamatic bought for £1.50 at a jumble
sale that it is — tracks across on a fixed
horizontal plane.
Not only does this /ook rubbishly old-
fashioned; it exponentially increases your
irritation factor as you actually play. Is my
WAGGLE IT
When standing in
position with the ball,
tap the turbo button
to waggle your arms
and, hopefully, protect
your possession
es resvere-tait } RH oD
Mme ae 3
ELI UR EY! TRAIN LT
PU Ee
THE NUMBER OF
THE BEST
At the team matchup
screen which appears
just before play
commences, you can
enter various play-
meddling codes by
changing the three-
digit number beneath
your team's badge
Press the turbo button
to change the first
digit, shoot to change
the second and pass
to alter the third. Easy.
Eye Wei
IAN ee 1 si ae
myANT
273 - stealth turbo
mode
390 - no pushing
461 - unlimited turbo
552 - hyper speed
616 - both your
players get max
blocking rating
802 - max power
937 - legal goal-tends
! ) } ) Hl i
ted. -ciaciieaaaaid REL
two people around even the
most awful videogame in history,
they'll have a good time for a
while: very, very quickly indeed,
we got bored of saying “Serious
hangtime!" in increasingly-
ridiculous American accents, and
one by one we quietly put down
our joypads and sloped away to
a do something less boring instead.
Like work.
There are a couple of neat
things about NBA Hangtime. The
design-your-own-player feature is to be
welcomed, and the way you get to pump
up your alter-ego's attributes after a string
of four victories is similarly laudable. The
convincing depiction of 150 real-life NBA
stars — down to their individual faces, even
— will no doubt please someone, and the
intermittently spectacular (but, generally,
disappointingly repetitive) special moves
do go some way to distracting you from
Cnet haan
TMT Ty:
ig ee
oO me
PRESS PASS FOR STATS ATLANTA
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ay (CHARLOTTE
mT)
Ca S rs
Lee a s
ALL LER EL |
ot ab
DALLAS
DENVER
wy Ti, ee eS
A) HARVEY GHANI
B) RICKY PENCE
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aaa
De
Tim and James, the purists
choice of basketball player.
Good looking, suave and
with particularly nice hair.
character in the right place to block that
shot? Or is it just impossible to tell? (Clue:
it's impossible to tell.)
Other unreadable pages in NBA
Hangtime's catalogue of failures include
Chapter One - Failure To Implement the
Computer Opponents Suddenly Get A Lot
Better When You're Winning.
Arghh.
Stone-bloodily, though, we did
manage to squeeze around 15 minutes’
honest entertainment from NBA Hangtime.
z
w
>
r
>
Zz
a
a
5
rm
Analogue Joystick, Leading To 45-Degree
Imprecision; Chapter Three — The Lack Of
Any Kind of League; Chapter Seventeen —
Obstructive Options and Game Set-up
Screens Ripped Thoughtlessly From The
Arcade Machine and, teeth-grindingly,
Chapter Fivety-Four - The Way Your
With four players ‘on court’ at once, and
after everyone had finally worked out how
the buttons worked, a genuine atmosphere
of competitive hilarity was engendered.
But the fact is that we were creating all the
fun ourselves — laughing at the game as
much as with it. If you gather more than
the soul-destroying mundanity of the
game itself.
But none of that's enough to make
NBA Hangtime even slightly
recommendable. It's ignorant, noisy,
vacuous and irritating.
JON
Septer
nber 1997 INGCYT aa
We reviewed SM64 in issue 1 and
tipped it in 2, 3, 4 and 5!
7
PREVIOUSLY IN N64
From this page
lg ae
eM OM se ak
only available on
Japanese and US
import. We'll do
elm C
issues on any
that're released
in the UK.
Shindou Super Mario 64
NINTENDO
<i
| @ | *
eye ey,
SHINDOU RE-
The Rumble Pak might have worked with
esides the Rumble Pak support, there
are a few other differences here.
Although it's Japanese, Shindou
Mario 64 contains all the changes
that were made for the American translation —
increased voice samples, real speech at the
end, a few aesthetic touches — which you'll
also have seen in the UK's PAL conversion.
The effect of the Rumble Pak is
immediately apparent. It thrumbles when you
earlier titles benefit from a re-release in
0, what's special about these Shindou (‘Improved’)
games that've just come out in Japan? Essentially,
ee Uo oleae a(n a)
games you may already own, except they now
include the necessary software morsels to support the
Shindou Wave Race
NINTENDO
Lo ae ae
WAVE
RACE 64
PREVIOUS LY TS TW We did an enormous review and
guide of Wave Race in issue 2.
50
a
Issue 6
Rumble Pak. Yes, you may have written it off as a novelty
peripheral, a marketing gimmick, but the bods at Nintendo
were obviously so pleased with their new toy that they just
had to see if it would work with the likes of Super Mario
and Wave Race 64.
n Wave Race’s Shindou version,
meanwhile, the time trial now includes
that familiar Nintendo bonus, the Ghost
Mode, so you can compete against your
previous performance in order to improve on
it. Strictly speaking, it's not a true ghost but a
humble dolphin that adheres to your recorded
racing line:
presumably this
is faster and
easier to depict
simultaneously,
but you can't
help thinking
that a proper
jetski with rider
would have
been more
visible and thus
better at revealing your mistakes.
But it's the Rumble Pak that justifies this
Shindou release, and there are moments when
it works very well indeed. If you make a fast
turn on a sharp corner, for instance, a few
ats er)
o'07°272 4
SPEED
Pla
Picea iad
1 re
ith mmtd
Overs tt
OJ
ba
POWER UP!
eta cea
PS id Mada dad co
triple flip, it ger-chanks when you get
blown up, it even goes akk-akk-akk-akk-
akk when you're being electrocuted by a
Spark. Its most successful application is
probably when you're swimming in very
deep water: as your oxygen is gradually
exhausted, the occasional shivers of the
joypad build into a steady heartbeat
shudder that exaggerates the pitiful red
wedge remaining on your health meter.
However, Shindou Mario also
introduces the rumbles at meaningless
moments too. Plop into the water, you get
a soft jolt. Jump through a picture, you get
a bli-blip. Take one of the green pipe
warps within a course and, even though
absolutely NOTHING is happening on
screen bar the fade-to-black, you get a
little shudder from the joypad. In short, the
wretched thing never stops rumbling.
Before you write it off on premise
alone, we ought to state that we think the
Rumble Pak works pretty well in Starfox
64. It cuts in only occasionally, it uses the
different wobble strengths to their full
extent, and it only goes into overdrive
RELEASES
Starfox 64, but can Tattle fed S
when your Arwing is being blasted to
confetti or is hobbling to the end of the
level. At its best, it accentuates those
critical moments where its effect will act
as just one more factor on your already
Once more with rumbles? Probably only
AV/ if your bonkers.
Ey ra D rr me ets
A emule ee MCU elit 4
Master. Probably.
stop the rumbling. Shindou Mario misses
this point completely. Physical feedback
every time you perform a butt slam?
That's just asking for repetitive strain
injury, that is.
All in all, the Rumble Pak adds nothing
to the experience of Super Mario 64. In
the long term, if you had this game, you'd
probably get so fed up with the constant
jitters that you'd take the Pak out.
beleaguered concentration and reflexes.
Furthermore, the whole point of the
pak in Starfox 64 is to create a warning
signal that is generally undesirable: you do
your best to evade the danger and actually
sub-sonic Feely-Vision?
A Rumble Pak can be picked up for just ¥1,400 in Japan —
that's around £7 — and requires two AAA batteries to do its
stuff. It also boasts a range of 16 different rumble intensities,
from whump-whump to jigg
bass bins, as they say in Paes
James went on a 750cc jeeskd on ae
He came off a shaken man, apparently.
vibrations set in to warn you when the
back of the ski has started to slip out. Or
when you ride straight into a regular tide,
and your ski starts to hop over the crests,
you can actually feel the bump-bump-
ga-jigga-jigga. Better baffle your
bump of the waves To be
slapping against your hull. honest,
At other times, its use is ordinary
completely predictable: a Wave Race
heavy wrench for when
you smack into a mine, or a
slight wobble when you
splash down after a flip.
already boasts some
pretty spot-on sound effects and samples
to convey the bad things that happen to
your jetski. It's just as effective to hear that
hollow bass thud and the “Eeek!” of Ayumi
Stewart as it is to sense the eccentric
rotation of a metal weight under the
joypad. The addition of the Pak doesn't,
therefore, take the game to a new
dimension. And although it can vary its
vibrations to some degree, the Pak simply
hasn't got the range of oscillation to convey
fast, light or high-frequency contacts.
On the whole, though, the pak works a
lot better here than with Shindou SMé4. If
you don't already own Wave Race then
these extra bits make the Shindou release
the best version to acquire. That's assuming
you have an import machine, of course.
rite mem te) ge
and Barbara action here
for our hapless rider.
LAP SPEED i e8 a
i ead
J
be Voy ieee
OLD <9.9.9.9.9
September 1997
Y) VIsUALs
Words simply cannot do
it justice. Which is a
nuisance. Rats.
‘8 sOUNDs
Simple fare, so cleverly
employed that you won't
notice it grow on you.
‘Y) MASTERY
A totally immersive
lesson in game design,
feedback and control.
& LIFESPAN
It's such a disaster to
finish SM64 that you'll
pretend you haven't, and
start all over.
VERDICT
Swahili holds the only
word to sum it up.
Super Mario 64 is
absolutely tsufufum.
.
9 VIsuALs
Too incredible to convey
in static screenshots,
the swelling, flowing
water has to be seen to
be believed.
CELLS
Considerable speech and
believable effects atone
for its tunes
‘Y) MASTERY
Analogue control and
naturalistic graphics in
perfect harmony.
& LIFESPAN
We thought we'd be tired
of this by now, but no.
The two-player potential is
a vital contributing factor.
VERDICT
A thoroughly innovative
and successfully
ambitious racer.
LuOdwi
‘$1$V3139U-7u NOANIHS
V9 JDVU IAVM AGNV V9 ORIVW UAdNs
NAGE
New issue on sale
Wednesday 27 August
with FREE Reservoir
Dogs screenplay!
. sala ; » << = j &
The movie ina aiine 4 S :
“S é
rid
>
m6 110) A)
viewed the
Starfox 64 in issue
4 Mee 1 ee)
now appears to be
Co) eB asl 1 (0)
Marine, as if it’s a
suffocated soldier.
Odd, eh, readers?
Peppy sounds [>
Rie) ola
(CTT ¥
cut-scenes remain
just as good as the
Bye X eee
{¥5
ills have
We can only [>
assume that in
America there
are frog-eating
monkeys. Yes.
We knew this [>
line would
be in there
somewhere.
It had to be.
NINTENDO
[a eee ae?
7 Time for a little
payback!
We Pes
Is Starfox 64 better when you
can understand what they're
saying? Or worse?
e were hiding behind the
settee when the American
translation of Starfox 64
arrived. The Japanese
version, you see, had been utterly perfect,
and we were petrified of what the
Nintendo of America might have turned it
into. This, after all, is largely the version
of Starfox we'll be receiving in the UK
sort of chap, Peppy is
appropriately sage, it's
hard to imagine a more imbecilic Slippy,
and Falco is really quite miserable — “Gee!
I've been saved by Fox. How swell!” he
says sarcastically, albeit rather Americanly. there
The lines, admittedly, aren't great. are
“Trust your instincts” I'm sure I've heard plenty
before of secret bits
in October. “Yo, Foxy,” we could somewhere, left un-laid-bare.
imagine Falco yelling, “let's go kick and there And what a game! | must have
some Andross butt!" And then Peppy was reallyno defeated Andross at least 80 times now,
drawling, “Hey, | gotta earn my pay, need to but I'm still not bored of it. And every time
ain't 1?" Or something. exhume “It's | play Starfox 64 | spot something new and
quiet. Too great. The way, for example, if the Great
quiet.” But Fox gets hit by a missile in Sector Z and
‘ at least they loses one of its stabilisers, it'll appear in the
Z : stop short of | end sequence moins stabiliser. (Try doing
AE ese a “I've got a that with pre-rendered CD-ROM footage.)
one 00S. bad feeling Or the way you can actually see Fox in his
pa Care eee about cockpit when you doa half loop and roll.
ae ae Be ee this..." And We've got the multi-player tank battles up
Perea One, it's amazing and running now, too, thanks to getting a
to discover few more gold medals, but we're still
just how trying for the running-around-on-foot-
But no! It's actually not too bad.
There's the odd “Let's rock and roll!", but
by-and-large the translators have exercised
admirable restraint. And the voice actors
are pretty good too: Fox sounds like a solid
much speech has been packed into the cart
(about half-an-hour's worth).
As with Super Mario 64, it's much
easier to suss out the game's secrets when
it's all in English. You're unlikely to be too
stumped getting to Sector Y, for example,
and “Shoot the 8 switches” is a bit
of a giveaway on Macbeth. But
TO BE CONTINUED
with-bazookas option.
So it's all down to the NTSC-to-PAL
conversion, then. Starfox 64 is such a good
game it would be a tragedy if we had to
play it scrunched into a letterbox at a
snail's pace.
September 1997
DIE, BLAST YOU
It's of no consequence,
we know, but we
wonder if anyone out
there has managed to
shoot down the ship
that attacks Slippy near
the start of the game
on its first pass across
the screen. We've
scored a direct hit on it
with a bomb followed
up by a homing missile
and it still won't go
down, appearing to be
invincible until it then
reappears from the
left. Blast it.
Incredible levels of
detail, a wonderful
‘look’, and all
impeccably smooth.
Stirring music, constant
effects and a staggering
amount of speech.
Nothing but the N64
could heave this much
stuff about the screen.
We've had it since April
and we're still playing it
— and still haven't got all
the medals.
VERDICT
A stunningly good game
that's just as good in our
own tongue.
Expect a monstrous review of the UK version
#** of Starfox 64 when it's released in October.
NE
LiQdwi
(NOISUFIA SN) VI XOAUVLS
ario Kart 64
UOV“OIF fd
fter our Mario Kart 64 Championship was
announced in the last issue, you only had a few
days to get your best Mario Raceway times in the
post if you wanted to appear in this month's
league table. And yet... look at it! We've had hundreds of
entries, and some unbelievably (but they're true!) fast times.
If your time doesn't appear in the table this month, then
fear not - you probably just missed our punishing deadline. If it's
good enough, it'll be included in next month's list instead. And if
you are in the table, but rather lower than you'd wish, then start
working on that time right now! You've only got a couple more
months to knock Vincent Coyne off the top...
Having trouble (
beating these times?
A Mario Raceway masterclass, with details of the short cuts
you need to take for a world-beating time, appeared in N64
issue 4. Turn to page 83 to get a back issue.
\
STAGE 1 RESULTS
Here’re all the times we'd received by Thursday, 31st July. And - would you believe it? - 1'02"68! Nearly two seconds clear of the next-best! Can it be
true? Vincent's rather blurry photo says yes, but heaven knows how he's done it. Let's see if he can produce video evidence to support his story, eh?
i” 7
Vincent Coyne, Salthill, Ireland
Aron Chambers, Worcester 3
Andrew Mills, Londonderry
5
Lee Middleton, Hull
Dale Burton, Ramsgate
6 | 01'05'62_| Y Patel, Dewsbu | O1'07°40 | Rame Watti, Bridlington | o1'08°75 | Adrian Jacob, Lower Morden
7 | o1'05'86 | Martin Conroy, Leeds | or07'50 | Adam Sayers, Kinross | oros'75 | Andrew Bourne, London
8 | o1'06"11 | Jes Bickham, Bath | or07's4 | A Harris, Buntingford 21287 | Neil Williamson, Nottingham
9 | o1'06"21 | Ashley Hammant, Hereford ororss | Chris Foster, Havant Chris Barclay, Truro
10 | orowze | assenatine Lover s8_| david nuh, Dagenham ie I ory
| 01'07°60 | Edward Hall, Sheffield ye
#4 ores | eet oe | ovo7Te3 | iin Gane ialiester Alex Graves, Taunton
: | ovo7Tes | Chung Wong, Telford | o1'09°02 | Tom Aykroyd, Tadle
12 loroes | ee | 01'07°66 | Michael Diamandi, Enfield | o109°04 | Julian Toseland, Alfreton
orowsr | Fiitd ions | 01'07°67 | Drew Barclay, Erskine | 01'09°07 | Paul Higgins, Sevenoaks
13= Walsall Wood | o107°70 | Ray Davies, Dover | 0109°09 | Alan Seabright, Bournemouth
13=| 01'06°37 | Steven Ridley, Ramsgate lovor7i | Michael Olive, Sandwich | or'09°09 | Nick Dearing, Wrexham
15 | o1ro6'at | Aidreiw Densley. Bath | ovor74 | John Hunt. Sundetard | 0109°20 | Sean Gascoigne, Pontefract
16 | o1'06'50 | Paul Rodgers, Hull lovor7s | James Foster, Todmorden | 010924 | Neil Williamson, Bridgford
17 | 01'06"51 | Paul Taylor, Stockport | oror77 | Paul Allan, Cambridge | o1'09°31_| Dominic Oliver, London
18 | 010668 | D D Ramone, Carlisle | oror7s | Darnell Ibraham, London | o1'09"32 | Eren Icel, Leeds
19 | 01'06"69 | Paul Sullivan, Oldham | ovor7s | Adrian Jacob, Lower Morden | o109°35 Matthew Bawden, Evesham
20 | 01'06"75_| Jim McLaughlan, Hartwell lovores | Gary Fergie, Edinburgh | o'09°59 | simon Powers, Hitchin
21 | 01'06°77 | Chris Parkin, Nottingham | 010789 | James Shaughnessy, Sale | o1'09°63 | Andrew Bourne, London
oros-st | Dama Hoppen, | 010795 | Tom Christie, North Uist | ov'09°65 | stewart McDonald, Wallase
2en Westcliff on Sea | oro07'97 | Paul Furniss, Leeds | 01709769 | Karl Brown, St Andrews
22=| 01'06'81 | Daniel Grierson, Ilford David Gorman, | oro9'7n | Simon Dodds, Harpenden
24 | 01'06'89 | Marc Rebeiro, Penzance lororse | Dublin, Ireland | 0109°73 | Richard Pracy, Canewdon
25 peroerre Matt Nangnam, Rochester | 01'08°07 | Mark Adamson, Preston | 01'09°84 | Christopher Grant, Hilton
26 Craig Stewart, Erskine | or08"11 | Nick Tew, Swindon orosres | Tommy Earl,
27=| 01'06°99 | Jamie Buxton, Okehampton | O108"14 | Jason Fosh, Basildon cnt bn
27= Paul Gatfield, Manchester | 0108729 | Daniel Glenfield, Abingdon | o1109°89 | Omied Khakshour, Swansea
29 Glenn Hawe, Dungannon | oo8"31 | Russell Swift, Sale | oro9'91 | Daniel Mom peer. Eso
30 Jayshan Betchoo, London | 01'08°39 | Nicholas White, Hebburn perserer Richard Savage, Binfield
31 Michael Lavery, Colne | 010843 | James Ellis, Pinner Mark James, Peterborough
32 | oror31 | Paul Connolly, Manchester | or08"44 | Stephen Davie, Currie eae lan Gore, Bridgwater
Chris Williamson, Robbie McCutcheon, Christopher Parry,
33 lororss | Warrington loros'ss | Lochwinnoch No Address
34 | 0110737 | Ben Stiff, Gravesend Mick Smith, Worcester Park | o1'10°17_| Antony Mins, Nottingham
35+| O04 | Andy Campbell, Aberdeen Robert Fowler, Bournemouth orion | Garry Smith, Johnstone
If you‘re wondering where the ‘without the short cut’ table we promised is, then,
Tmo ee Le eee a
well, we didn’t get enough times to do it. You’re all determined to cheat, it seems. Oh well. We'll
!
Now turn over and get ready to enter Stage 2! on &
OR
September 1997 ~
=
-
wn
Zz
Q
a.
=
<
8
VW
j=
a
<
~
)
=
<
<
wea
look at
yourselves
aa
What's Alun
We found all
Martin Conroy
MARtokae
John Hunt
James Foster
(01'07"24), says De 01'10"20) has
he woke up all Toby Smerdon photographed
4 Here’s Antony his neighbours by (01'11"29) himself with his
da mle Minns (01'10"17), Thomas (01'05"86) is a running round apologises for Mario Kart box to
TLE who admits he’s (01'11”75) top ten man. Will his bedroom the poor quality _ prove he’s using
opening your looking forward holding in that he make it shouting of his photos. the PAL version.
to Wil’s mah jong photo of him on
guide. Yikes. top of his telly?
Mee me)
Ui ge od ae ter g
HOW TO ENTER
{if you missed the entry form for Stage 1, then fear not: simply enter this month instead. Here's what you need to do:
@ Get the best possible time you can on Mario Raceway in Mario Kart 64's Time Trial mode.
®@ Either photograph or video your time (the ‘Prove it!’ bit over there explains how to do this). Write your name,
The best times from tot io ng e 2 any better ones we've
received in the intervening four weeks.
Closing date: Tuesday, August 26th
Results to be printed in os issue 7.
Stage
The best times we've received b ige 3 closing date, with all three laps
on video. The three best iver then move into the final.
Closing date: Tuesday, September 23rd
Results to be printed in N64 Magazine issue 8.
through to the
final showdown? Keegan
We wonder what We have more
he really looks devious means of
like, then. verification,
though.
Here's Danny “****ing get in!”
when he got his
time below
01'10”. Blimey!
(01'20"64) and
his dog.
address and time on photograph or video — if you don’t, they'll inevitably get mixed up with someone else's,
@ Fill in the coupon and cut it out.
@ Send the coupon and your photo or video to: Mario Kart 64 Championship Stage 2, N64 Magazine, 30
Monmouth Street, Bath BA1 2BW.
@ if you want your time to appear in the next issue, make sure it reaches us by Tuesday, August 26th. That's
horribly soon we know, or may even have passed already, but that’s magazine deadlines for you. If you can’t
Manage to get it to us by the 26th then send it anyway - we'll print it in the results table in the following issue
instead, if it’s good enough.
We'll put together all the times we've received by August 26th - that’s times you send us after reading this, plus times
that reached us too late for this month's results table, plus the best times from the previous tables — and compile a new
table that'll appear next month, in issue 7. Then we'll invite you all to have one last go at bettering your times, and send _
in video-recorded proof of your best performances. These times will comprise the results table for Stage 3, which will
appear in issue 8.
And then! Before awarding the cup to anyone, we'll invite the three highest-placed pavers in the final table down
to N64 Magazine's office to find out who really is the best, in a thrilling play-off of some sort. The winner will then be
awarded the cup, along with celebrity status, great riches* etc.
So deliberate no longer. Enter now!
*
Remember:
@ Even if you can’t beat the best time in our results table this month, it’s still worth entering if you've got a
decent time: you'll at least be able to appear in next month's table, and be famous throughout the kingdom.
@ You can enter the contest at any time before the final closing date for Stage 3 (Tuesday, September 23rd), and
can enter as many times as you want if you find you keep getting better times.
@ At Stage 3, we'll be asking EVERYONE to send us a video recording of them driving their three laps, not just
the time. You won't appear in the Stage 3 results table, or be eligible to win the cup, if we don’t have your laps
on video. (The laps themselves or a replay of them will do.)
Prove it!
You can bring up your best time on Mario Raceway by pressing ‘R’ on the Controller while the game's on the title screen.
It's this time we're after. And we also need you to prove your time, to stop people from just sending in made-up ones.
There are two ways you can do this:
(A) SEND US A PHOTOGRAPH
Simply point the camera at the screen and take a photo. It's best to turn off or cover up the flash if you can, as it won't
help and will just reflect off the screen. Draw the curtains, too. And use a fast film if you can; 400 ASA is ideal, and 200
should be okay, but 100 is likely to be tricky to make out.
OR (B) SEND US A VIDEO
This is a bit more complicated, and harder to post, but means you don't have to get films developed and so on. Do it
The three highest-placed karters from Stage 3 will be invited to the
N64 Magazine office for a show-down where the trophy will go to
Results to be printed in N64 Magazine issue 9.
RULES
@ The time required is for three
laps of Mario Raceway in Mario
Dee CM mic mele
@ We're only accepting times
Era Rommel er OL ae.\ a
WeSC Me Meo ee a ee
one available in most UK shops.
(Import players are encouraged to
send their times into the ‘I'm The
Best!’ section of Club 64, though.)
@ Entries must be accompanied
by photographic or videotaped
OUTTA ela
@ Entries for Stage 3, hoping to
win the cup, must be accompanied
by videotaped evidence of all
three laps of the time attempt.
COP m ul amet re)
by the closing date for Stage 3:
Tuesday, September 23rd, 1997.
CMe Ua oc aes io
for entries that get lost en route.
CB eellacme erm Cee Ce
usually the case, final.
as follows:
1. If you've got a SCART or AV lead for your N64, plug this into the appropriate socket on the back of your video recorder.
If not, unplug your TV aerial from the back of your video, plug your N64’s RF lead into the socket instead, and tune an
empty channel on your video into your N64’s signal (making sure the N64's switched on, obviously).
2. Make sure your telly's switched to the video channel so you can see what's going on. Getting a top time without seeing
what you're doing is unduly hard.
3. Pop a tape into your video recorder. Any tape’ll do. You could use an old pre-recorded one by sticking a bit of sellotape
over the square hole next to the bit on the edge where the label goes.
4. Get your time up on the screen.
5. Record it for a bit.
6. Wind back the tape to where you started recording.
Final
the winner.
Ley, Mario Ka :
Oh gegor FO
Hello! | hereby enter the championship with the following time:
The character | used was
(Please tickithe appropriate boxes
in thé following checklist.)
1 (My time is an overall time for
Mario Raceway in Time trial’mode.
C1 1 am using the UksPAL version of
Mario Kart 64.
LJ Fhave enclosed a photograph or video
recording of my time as proof, with my
name, address and time written on it.
My time was achieved
C1 by hopping over the wall
O without hopping over the wall
Name:
Address:
Use a photocopy if you don’t want to hack up your prized copy of N64 Magazine, and
enclose a suitably-sized stamped addressed envelope if you want photos omtapes back.
Send your coupon and photo/video to: Mario Kart Championship Stage 2, N64 Magazine, 30 Monmouth Street, Bath, BA1 2BW
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USING THE GYROCOPTER ss
The missile rack
The calibration of the gyro's crosshair is actually very slightly off, but you
can overcome it with practice. Our tip is to aim the centre-spot just a pixel
or two above and to the right of the centre of your intended strike point.
Veterans of Elite may remember making similar accommodations for the
game's screen resolution to shoot enemies while they were still tiny,
faraway blobs...
Despite this, the weapon guidance is incredibly accurate. There are a
few places where your shots can go wildly astray — the target shoot in the
Grand Canyon springs to mind — but the effect of a cross-wind is far less
than the game likes to suggest.
North by northwest
When you're looking for gyro
thrills, this is a great two-player
challenge. Essentially a game of
chicken, it involves following the
road to the Golden Gate, making
your way across Little States and
SA OS EO (83
TE TS OMEN
How to beat the meca hawk
The secret is not to try following him too closely. Or, indeed, at all. Despite his
size, Meca Hawk has a better turning circle than your gyro and delights in
running behind you, then staying on your tail if you try to bank around
immediately. Once you've either hit him or missed, fly past and accelerate away
in the opposite direction to wherever he's headed, getting yourself as far away
as possible in the shortest time. Maintain this course until you see his square
location marker reaching the edge of your radar, making a sharp U-turn as it
changes to an off-scanner triangle.
The sure-fire method of attack is to make a flyby, closing on him steadily
from a good distance so that he stops in his tracks and fights back. Aim at his
head but hold your fire until he throws a rock. If you release your two missiles in
quick succession, the first will eliminate the rock and clear a path for the second
that's almost guaranteed to hit.
The pro's advance on this technique is to use the first missile to destroy a
rock, wait with practiced timing, then shoot the second so that it smashes the
iron giant's next rock almost as soon as it appears. This should give just enough
time to reload both shots, and if you've been closing constantly at decent speed
you now have an opportunity to release both missiles before he luzzes a third.
Ramesses Po Oo Ge
P i SY
-
ee
Ue eee] coe 8
The rescuers
If you accelerate on anything other than.a designated
runway, even a tarmac road, you might not be able to push
your gyro up to the necessary 50km/h velocity for take-off.
The trick is to drive at full'speed down a slope or over the
top of a hill, whereupon you'll ease back into the
air. Evenia small drop or bump.in the,road will suffice.
It’s hardier than itlooks, so you-caniland the
gyro pretty much anywhere — beaches, canyons,
motorways — without trouble, although flat city
rooftops can present a fierce braking challenge. .:
flying under every bridge or roof structure you discover until you crash and
hand over the pad. Upon reaching any city, you're allowed to gain height
and make passes through the narrowest gaps between skyscrapers.
Oddly, you'll find that some tiny structures reward you with
unexpected applause while other major locations remain silent. The
birdman variant is even trickier, but the goal remains to find an arch or
narrow passage you can
clear that your mate
can't. Dares are
mandatory and
backing out of any
low headroom
challenge is considered
failure (though brief
landing is allowed,
within reason, as it's
no less tricky to drive).
Hawk runs forward when the first hit connects, so fly low to keep him in
sight but get ready to veer off. With luck you'll be able to finish him in three
passes. Experts can
even elicit two or
three death-rattles
from his rusty
throat before he
tumbles.
Don't be
averse to pot shots
from a distance. If
you anticipate his
destination and
shoot ahead at
where you think
he'll be, a hit
may force him to
run closer.
a)
01°46°83
81m
Pi ees ae
ee ees
SPEED FUEL
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Shots to.g6 : 2
=
TEST 1 — Shutter Bug
Do absolutely nothing for twenty seconds. Don't worry. When you exit the
first thermal, flare the wings a little to drop speed.
The computer is looking for a photo where the top of the flame touches the
top of the picture. Since that's flickering wildly, hold Z and align your
trajectory so that the bottom of the picture shows all of, but only, the bulging
funnel section of the chimney — you don't want any of the shaft.
Although it's possible to
land straight after this, spend a
little bit of time circling out over
the ocean and and back again
for a shallower angle of descent.
Your LZ is
NOT at
sea level,
but 23
metres
above, so
account
for the
hill.
TEST 1 - Metropolis Dance
The nearest ring is also the most difficult, so go for it first and restart if you
take too long. It has an eccentric rotation, but spend a few moments hovering
in front of it and you'll spot the vague area around which it turns.
Next up is the red ring surrounded by skyscrapers. This rotates on a fixed
vertical axis, so the trick is to hover just in front with Z and let it pass through
you. If nothing happens, move a little nearer and
try hovering again.
As soon as you're done, shoot straight upwards
and take the yellow ring on top of the skyscraper.
Let yourself fall back to earth, moving into position
over the highway for the line of three, and stop at
the last minute with Z while changing view.
Once through, zip left
under the flyover for the last
red ring and curl back over
the top for the two stacked
yellows. The trick is to hover
above with down view, let
yourself fall, then hit Z
when you hear the whistle
for the lower ring.
TEST 2 - Chicken Dive
This is a rare glider mission where the heaviest pilots, Hawk and Robin, are better
suited to holding the steady course necessary for catching all of the rings. At the
very start you'll want to make a slight veer to the right, immediately corrected, to
put you on the perfect line of descent. Watch
your shadow to make sure that you keep a
steady height while remaining central.
Start to pull out of the dive early, certainly
before you hit the last red rings, as the
momentum will ensure that you clip them
anyway. Use no more than a half-move on the
stick to bank left and pull up. It's not too hard to
make a perfect landing
straight out of this, but
a handy thermal near
the LZ plus a complete
absence of time limit
will let you play
perfectionist if you're
only rarely snaffling all
50 points in rings.
ROCKET BELT
TEST 2 - Touch = Go
The ‘better view’
suggested under Hints
is a simple tap of the
up-C button, so that
you're looking forward
but down slightly. The
clock won't start
running until you
actually hit the throttle,
so you've got all the time you like to
make pre-trial adjustments.
Approach each pad with a hard burn
on the A button, draw to a speedy halt
with Z when you get near, then use short
B bursts and watch your shadow to
slowly pop yourself down. The common
mistake is to get panicked about time, or
fuel, or the noisy cross-wind on the last
stretch, so that you erroneously heave yourself onto the bull's eye with a heavy
bounce for -2 points. Gently, Bentley. Landing was never easier, as the cross-
wind vanishes when you reach the city.
GYROCOPTER
TEST 1 - Maneuvres (sic)
Your radar only tells half the story. Although the
rings stake out a fairly standard route around the
island, the real trick to completing this in under
2'45" is to know beforehand when to climb and
when to dive. It's a steep time limit, regardless of
pilot, so you're going to have to negotiate the
entire course with the accelerator held down.
If you bank right a little when approaching the
off-shore rock formation, you should be able to
take the nearby ring at an oblique angle without
a huge detour. Veer hard left as soon as you
clear it to set yourself up for the steep climb to
the arch.
You're probably going too fast after the last
ring, so the light breeze parallel to the runway is
a minor blessing. Elsewhere, ignore it.
TEST 2 - Bull's Eye
An excellent practice mission.
Switch view and hit the first
target as soon as you clear the
runway. Climb sharply to 100
metres, then ease off to settle
at around 130/140m so that
you can see over the far hill
and start lining your sights up for the furthest
target as soon as possible. When that's
dispatched, bank right and prepare for a swift
diving shot at island target no. 3 as you curl back
towards the runway. When you get really cocky
at this shooting lark (see our missile rack tips)
you can turn long before your second shot
actually hits target 2, confident in the knowledge
that “HIT!" will appear while you're already aiming at target 3.
Go!
ce
V9 SONIMLOTId NI $1934u3d, JAISN13 ASOHL LID Reels!
September 1997 61
a
Ca
TEST 1 - Velocity Square TEST 2 — Shutterbug 2
Make your way by aiming for the dead centre of the first thermal and turn Even when it's submerged'—as atethe
towards the centre of the next when you reach it. Repeat this technique, start of the game —\you can locate the
carving a route through the whale as aigreen square on your
centre of each, and you can — scanner. Its movement describes a circlé
S OOrsy pretty much play this by between two thermals, so loop back
. the radar. As a check, you and forth between each one until you
should be leaving each one _find the perfect shot. Consult the
at roughly 160m, 270m, sample and you'll see that the angle
340m and 410m altitude. suggests either a dive OR a downward
As soon as you hit 400m in __ view attained by holding the up-C
the last one, veer left and button. Be daring — although those
ride clear before your final waves look close enough to lick, you
approach. You're now well don't need to start worrying about your
above the landing zone, so _ altitude until it reaches 12m above sea level.
you can even afford a tight As long as you remember, it’s possible to
y stall turn. get off a perfect photo of the fountain just
UES before you land. It's more fun to dive-bomb
: ae ee SG SSS ena the hotel, though, rattling off your remaining
ae ll ; q pics and pulling up just before you disturb the
) am honeymoon couple in Suite 402. Corkscrew
= ‘ 4 ON climb the thermal just ahead of your launch
oO ramp, to a height of around 200m, then make
for the central island. Turn right here so that
you're approaching the hotel face-on, then
plummet straight towards the fountain with
camera ready. Should you need more power
for landing, the thermal on the pleasure beach
starts at ground level and is a little easier to
reach than the one beyond the jetty.
ee
TEST 3 — Seagull Wing
They aren't kidding around. More than a few seconds off that pass over the red square on your
target time and you start to lose points. scanner, so that you can gauge the
The obvious temptation is to boost yourself through the rough halfway point to double back as
nearest thermal and head right under the rock arch to get to
the other side of the island, lapping up the
applause of invisible onlookers. But a tiny secret of Clore nero)
this level (and one which the hints try to deny) is
that you start with just enough height and power
for a perfect finish. In fact, it's easier to hone your
execution by avoiding the thermals altogether.
Turn left and head back between the two
mountains behind you, get clear over the beach,
then turn towards the LZ and cruise. Make a
mental note of the time and altitude at which you
ces ___________
TEST 1 — Balloon Bonanza
As long as you're not going too fast, you can
often clear an orange just after the blue
balloon splits. Oblique hits won't cause a pop.
Destroy all progeny of the first balloon in
under a minute.
When the next balloon splits, go for the
oranges heading towards the refinery first. If
you only lightly strike the blue balloon, you
can actually push it out to sea a little and give
yourself more space.
For landing, line up the target with the
distant mountain so that you're heading straight into the wind. It's much easier
to account for its effects with slight forward bursts while landing, and the
computer is strict about your touchdown in this class —- you have to land in the
centre of the bull's eye to score full points, not just in the red.
you fly out over the ocean.
oz Issue 6
A
EGO-ALTER
You've doubtless
found Wario in the
Super Cannon levels
by aiming for Mario's
face on Mt. Rushmore,
but you can enjoy the
effect better on Little
States by taking to the
gyrocopter. A good
missile blast on the
conk will reveal the
grimacing fiend, and
the faces can be
‘toggled’ with
repeated hits.
TEST 2 — More Rings
Getting all the bonus points on this
course turns it into a set of distinct
time trials. Here's the winning
route order.
1) The line of three rings rising uphill
from your starting point.
2) Cross over the ski lift and look for
a raised spur at the base of the
mountain. The time ring is on the right. Poor detail makes it hard to
judge your position in relation to the rings, so fly by the gauges and
pause for the map.
3) A line of three to the right upon start. If you're missing points, it's
probably here. Take the middle ring first, then the one nearest your
starting point, rapidly charging back to the far right ring. A ape “es
4) Fly up between the mountain peaks, take the facing yellow then OO _
shoot left or right and turn with Z to line yourself up for quick
straight pass through 2 parallel time rings. falling and only thrusting forward to pass through the upper ring. 7.)
5) Head around the mountain and back down. The time ring is the 6) Eccentric stacked rings. The lowest is the time ring — hover over, .
lower of the two below you, so press Top C once for a good view. looking down, and you'll see there’s no constant overlap but a
Because you can't accelerate downwards, make sure you're already vague point around which both pivot. Just drop! we
TEST 3 - Iron Head
The green ball has slightly more interesting behaviour than the above the middle and you hammer it downwards. Impact from WISH FULFILMENT
balloons. If you hit it from one side and it exhibits the physics of a snooker pot. Um, easy... Imagine you could
cam OMEE underneath, you can push But if you own a Japanese or US version of PW64, there's a move your everyday
4 it up into the air. Strike it quick cheat you can use. First, ignore the ball and quickly find a ar we ad
6 derelict landing zone. The bull's eye will be gone, See ees
Mes — the Caribbean,
ee but you'll still see the blank square bordered by perhaps, or some
SC ee black-and-yellow hazard stripes. Hover above it sunny Pacific resort.
La are . at about 35m, burning up all of your fuel as Now imagine you're
; g4b- 1G0/1008 quickly as possible by keeping Z held. When the Shigeru Miyamoto.
| , ere belt runs dry, you'll crash and burn on the LZ Hmm. What appears
ay Cie with a mysteriously inappropriate warning to be the Holiday
de — a eS keene = message. And for this pathetic attempt, the game _!sland Hotel, backing
onto a swimming pool
and private pleasure
beach, bears
alarmingly similarities
to Nintendo J is
CALC KY ye _—_—_—_ qe COPTER Ryo anee
TEST 1 — River Run
Again, take this at pretty much full speed for the duration
to obey the tight time limit.
You're on the look-out for white rings rather than
blues. Fortunately, all of these occupy the ‘interesting’
route — under bridges, between narrow gaps, and so on.
Slip through the city's monumental arch as well, just for
the applause, and dive right to take the nearest white ring.
criminally awards you the full 100 points.
HOLY TEXTURE
MAPPING!
While en route for
Everfrost's Birdman
Star, keep a humble
eye out for this
- ee sc | potentially divine rock
2 ys a eee formation bordering
the stream. Many
V9 SONIMLOTId NI .S$L994d03d, JAISNTA ISOHL LID Peel aI
On the last bridge you'll prefer the left-hand white, as it's tough rubbernecking at the shuttle launch, so go wide for the last blue players claim they can
to pull clear of the right bank. ring and circle around until you can see where you need to start pei © ae
The runway almost leaps out at you when you're dropping speed and altitude. andiweenustadmitit
bears an uncanny
. bl to th
TEST 2 - Metal Horizon ™ UU 40 54 ie
popular Nazarene.
You can't afford more than one circuit to make a decent landing in the skyscrapers first and
the time. It helps to hit some of the targets obliquely: with practice you'll be on a commendable
you can get good enough to strike them side-on. line of approach.
There are several decent routes that set up a
perfect time, but here's ours. After take-off turn left, nal ra aN Ee ee
then right, shooting all visible targets before diving ee
into the river canyon and following it to the end like a
raid on the Death Star. Pull up and start working back
on the ground-level and high plateau targets. The one
river target left is easily reached with a dive, after
which you can make for home. Fly to the city lights of
TEST 3 -— Meca Hawk!
See our separate hints for dealing with the 300-feet tall, spot-welded gym instructor.
cor &
a
September 1997 (63
Pilot Class
HANG GLIDER
To get a perfect score you'll need to get
within spitting distance of a dizzying 700m
above sea level. Check your 3D map regula
to make sense of the scanner blobs. .
Take the first thermal directly ahead s. You're
and follow the next two big ones already in position
anticlockwise, exiting at around 200m, 310m to make the 230m
and 420m. By choosing a light, fluffy pilot like high ring to the left
oat & Kiwi and climbing a little in the gap you can of the middle
get just enough height off the third to take a thermal ahead, and
‘shortcut’ straight to the two tiniest thermals this is just the first
on either side of the landing zone. Corkscrew __ of three that you'll
up through the lower of these, then switch at | make as you drop
around 580m for the upper. Climb until the down to the eastern
four minutes have expired and altitudes of thermal. Get a bit
over 700m aren't impossible. of speed up here by
The landing zone is well above sea diving as you exit
level, so watch your distance from touchdown _and continue
when you fall below 200m. clockwise around
the outer edge of
the canyon,
heading west along the
road for two more rings.
You should have just
enough power left to reach
the western thermal.
Corkscrew upwards inside
it, then take the last three
in an anticlockwise circle
back to the middle thermal.
With practice you'll easily
clear this route in 2-3
minutes, giving plenty of
time for happy landing.
This is a git. terrifyingly close for a side-on portrait, pull up sharp afterwards, and still have 2
Bets It's not that the mission is difficult as such, but or 3 metres spare to scrap over the dam and along the road to the next thermal.
there are simply too many random factors involved — Use 1 frame.
in upgrading your gold badge to a perfect 100. No Head out to sea from here. The Passenger Boat circles between two thermals
matter how skilled you are at landing, think about beyond the river outlet, so you can repeat the waiting and diving routine you
how many times in a hundred you score a 20 on used on the whale in Shutter Bug 2.Your CPU editor boss is most interested in a
any photograph, then cube that number for how close image of the boat's multi-windowed frontage and its twin smoke stacks:
many times in a million you'll get three angle the ship and clip off the prow to get these elements at the required size
of them in a row. Uh-huh. and proximity. Take 2-3 snaps.
Do nothing but cruise for 26 seconds, Head to the tall thermal on the other side of the oil rig and corkscrew to the
then propel yourself into a left-hand dive top. When your speed starts to drop, aim for the shuttle and make the sharpest
towards Missi the Monster's lake. With dive you can to reach the glider’s maximum velocity. At this speed you'll get in
this speed you'll be able to get
isd uO SLU i r la
i
co.
close enough to take a picture similar to the sample, but the best scores usually
take place just after launch — make sure the shuttle's discardable fuel tank
plus tail-flame fills the picture from centre top to bottom. Rattle off all
remaining film.
ead 0 5b 51 0M) 8 is tan oy U0 eae iy
130 FF 197m ieee 2 eas
6a INCYT
Issue 6
ee
1 KNOW A PLACE...
The best shortcut
across Little States can
be found by starting
Rocket Belt mission A1
GaaGi BE bs a fying ‘oneal
ey (identified by its mini-
: : or Golden Gate Bridge).
; 7 me Q1'29°94 : :
That Ueticegietdemands courage bordering on ee — Thi ore block
wrecklessness. Your only chance for a perfect is to th P hits
: _: passage through i
thrust at full speed through every tunnel and hit Z
ground floor: enter
from the side, note the
N64 logo, then exit
and find yourself in
Central Park on the
other side of the
continent.
regularly for turning and adjusting.
A minor hidden route exists within the first
tunnel. Count off the flaming torches as you enter
and explore the niche holding number six. Here
you'll discover an alternative passage that rises
and falls steeply, returning you to the tunnel
shortly before the lake cavern. To be honest,
though, this isn't a viable shortcut. If you're good
enough to make it through without bumping your
head or changing view, you're doubtless already a
whiz at the ordinary route.
The exit from this cavern comprises two
subterranean falls where you'll need to click R to
get into position, but once you're descending in
the right spot
revert to
normal view so
that you can
fall rapidly and
hit Z as soon as
the next
passageway
emerges.
yee 001 219
a If ite ever sinks out of sight, you'll
have to drop and search for it it
bouncing erratically between the hills
and the forest at the base of the
mountain range. The Iron Head cheat
works here too (though, again, NTSC
versions only. Sorry).
celig’ struts. Detail!
Upon leaving, you'll
find yourself slap-bang
in the middle of
Washington DC.
That's a most unfriendly time limit, and you won't even come
close until you learn the location of each pad before it appears.
Again, one press of Top C for a slightly groundward view
works wonders.
Get the first couple of pads right and you've got all the fuel
you need, easily, so burn between each target with A and use Z
to emergency brake, gently alighting with small B bursts. The less
time you take touching down, the less you need to worry
about wind speed.
coi &
September 1997 e
LET'S GET HIGH
We've only tested this
glitch with NTSC
versions, but it's worth
a try. Start any mission
with the gyro and hold
down the accelerator
until you're cruising
steadily at the
maximum 250km/h.
Keep the stick in
neutral for slow
climbing but watch
your altimeter. As soon
as you attain 500m,
pull back on the stick
to climb sharply to a
height of 630m, then
drop the nose down
and dive hard. If you
get it to work, your
gyro will pitch oddly
before starting to rise
at membrane-ripping
speeds. Gradually, it
will slip backwards
through the camera
until you're staring
into the face of your
pilot. By now you'll
notice that your
gauges are knackered,
and steering produces
unpredictable but
groovy propeller
effects until either your
gyro or the game itself
crashes in flames. It
doesn't like you
getting higher than
9999m, that's for sure.
BIRDMAN STARS
For the very last time,
then, here's where you
get a free Birdman
transformation. You
really should have at
least Silver on every
course, you know.
Holiday Island: under
the rock arch near the
golf course.
Crescent Island: in a
sandy cave at sea
level in the sheer cliff
face of the Crescent's
outer edge.
Everfrost Island: follow
a tunnel above the icy
falls that leads to a
hexagonal shaft. Look
down and drop.
Little States: Central
Park, Noo Yoik. If
some hooly hasn't
thieved it yet.
dite ais
arse LO We D Paiei)
a
TEST 2 - Balloon Rush
This shouldn't take much more than a couple of passes, and you
can drop speed immediately after take-off to get in extra shooting
opportunities. With no wind, there's little excuse for a messy
landing (although the CPU marks harshly on accuracy).
TEST 1 — Ice Hornet
No matter how well you get to grips withthe ideal route, the sting in the
hornet's tail is a hideous crosswind specifically designed to scupper your landing
at the finale. The time limit 'is so harsh that you'll only be granted one
approach for the runway, eVen"after accelerating flat-out for the entirety. For
this reason, favour the heaviestspilots to negate the wind factor a little. It also
helps to land at a fair speed
__and use the whole runway
to decelerate.
After the first steep
dive you'll find yourself
hugging the next shore for
three spinning demi-rings in
the vicinity of the pipeline.
Clear the fourth stationary
ring and bank sharp left
toward the rising island,
flying though the ‘V' of its
twin peaks for a hidden
bonus ring. Curl right
towards the next mountain
and a second white ring will
become visible.
TEST 3 - Meca Hawk Again!
You've only got half a target now, as Meca Hawk never appears
more than waist-up. He can give you the slip quite easily if you
approach while he's swimming away from you.
Landing is slightly
unusual — if you destroy
Meca Hawk in under 2'30",
you have the option of flying
out to the oil rig and getting
a good line on the runway. If
not, you have the excitement
of climbing over the
mountains and suddenly
cutting your engine, dropping
rapidly to the tarmac with the
wind behind you.
The following angles are tested for Goose with power
at full (and thus easier to judge) unless otherwise
stated. Elsewhere we've provided scenery details by
which to measure lower power gauges using the
crosshair view. For the harder ‘over the hill’ targets you
might prefer Hawk's rapid ballistic descent.
Super Cannon
W 50° N, elevation 1°30"
S 70° W, elevation 12°
W 30° N, elevation 18°
S 87° W, elevation 4°
Ultra Cannon
S 65° W, elevation 10°
S 11° W, elevation -10°, power
65% (just below mountain's edge)
W 27°N, elevation 29°
E 49° S, elevation 18°, power 75%
Miracle Cannon
E 22° S, elevation 13°30"
S 84° W, elevation -10°, power
25% (around horizon)
S 39°30" W, elevation 52°
E 54° S, elevation 45°, power 96%
qaqmnk —-————
Formation Sequences
A common problem is that you seem to be filling the right
space but it still isn't giving you confirmation to hold position.
This means your body angle is slightly off by a couple of
degrees. Look at the formation shape as a whole and check
that you're actually parallel with the line being made, or facing
your partner at 90°, and fulfiling whatever pattern is called for.
Even when holding, you may need to tap the air brake button
occasionally while the timer
counts down to stay at exactly
the right height.
The formation team passes
through cloud cover at 1100m,
but you've got a brief moment
in which the mist gathers to
finish the last formation and
score points.
Landing Sequences
Sky Dive 1
Centre your chutist directly over the end of the narrow wooden
jetty near the target and dive, hard. Ease off and adjust position
around 300m, make sure you're facing the bull's eye, then get
ready to hit B between 100m and 90m. This should put you in a
very reasonable position to make a fast but accurate landing.
Keep the A button held on the last few metres for a soft impact.
JUMBLE HOPPER
The A button delivers more power, but it’s the analogue stick
that determines your angle of trajectory.To long-jump, hold A
and push all the way forward. To make a high jump, hold A
and push forward just half-way. At the best angle your pilot
will perform a double roll in mid-air.
Test 1 - Triple Jump
5 As with all these missions, make
" ” : sure you're pushing the right
a buttons when the game begins so
that you don't waste your first
jump. This takes 5 or 6 long jumps,
past the nearest fountain, then
over the airport: you're allowed up
to 0.49 seconds over the limit to
qualify for the perfect.
Test 2 - Moonlight Hop
Follow the beach to the
north face of the island.
Above the temple village
(with the clanging bells
and smoking chimneys)
is a path through the
trees to the inner shore.
You can save time with
a left high jump onto
the treetops here,
cutting straight across to
the target. Don't touch
the water!
vee 01°09"58
Sky Dive 2 =a
When you break cloud cover, look for the grey square of the
airport and position yourself over the furthest corner from the
landing zone (so that the wind is directly behind you, pointing
to the target). Swivel to face the bull's eye but don't open your
Yep, 70m. Don't do this
after lunch.
Sky Dive 3
Look for a square intersection of four slopes south-west of the
highest peak, near the landing zone, and position yourself over
the cross. When you're facing the target, the wind speed
indicator should be
pointing straight
from you to the red
square on your radar.
Hit B no later than
380m. You'll be
moving fast, with the
wind behind you, but
should only need a
last-minute brake
slam to land softly on
the bull's eye. You
did remember the
chocolates, yes?
Test 3 - Go East
Get onto the forested mountain
ahead with your first or second
hi-jump, hill-hopping to
the wind generators then
down into Grand Canyon.
Stay on the left side, restarting
if you slip into the river at any
point. Skip casually through
Middle America, following your
scanner, then use a high jump to
cut over the mountainous forests
on the east coast. Washington DC,
and your target, is on the other
side. That pool by the goal is
intended to catch you out on
the last tiny hop.
wr OF 25"14
ow =U
September 1997
chute until around 70m.
—
A FREE RIDE
The ultimate explorer's
tool for Little States,
this. Between the
Shuttle Pad and The
Hoover Dam is a
motorway flyover
where you'll find filling
stations on both levels.
You can refill your gas
tank whenever you
wish by guiding your
rocket belt or driving
your gyro across the
forecourt and passing
close to one of the
pumps. Note the
station's Paradigm logo,
also found on refineries
and company yachts...
DAY TO NIGHT
Take the Beginner's
Class Rocket Belt and
head for the
befountained lake on
Holiday Island. From
here, follow the water
upstream towards the
high chateau circled by
hang gliders: the river
springs from a cave in
the hill. If you fly into
the lattice grille at the
end, you'll hear a
frssshh and night will
cloak the island.
THE END
No hidden vehicles
beyond the extra
courses, sadly, but at
least they can give you
the time of day — the
only difference in the
end sequences being
the daylight
conditions.
Achievement and
enjoyment are your
true rewards. It
would seem.
Daylight credits —
complete the missions
Dusky credits — get
gold medals in all
missions and extra
courses
Night credits — get a
perfect 100 in all
missions and extra
courses
oN)
V9 SONIMLOTId NI .$L99403d, JAISN1TE ISOHL LID RTL /MCls]
Newt @
Ltt
iA.
--F ey
Admit it: you always choose the same
character whenever you play Mario Kart 64
against your pals. But your choice can reveal
more about you than you might realise...
O
(es |
MARIO
You'd be
fibbing if
you tried to
pretend
you hate
being the
centre of
attention
all the
time. But
beneath
that attention-hungry exterior lurks a
thirst for adventure and a
determination to succeed — whatever
the odds.
You drive a clean race, finding that
by staying out of trouble and
concentrating doggedly on the road
ahead you'll generally cross the
finishing line ahead of the rest of the
squabbling pack.
Choco
Mountain, Mario Raceway.
You know who
you're destined to be with, and you'd
travel to the four corners of the Earth
to make sure nothing — nothing — can
keep you apart.
Players
who choose Princess Daisy or Yoshi.
Shigeru
Miyamoto, Damon Hill.
YOSHI
You're the kind of
person everyone
likes to have as a
friend — always
cheerful
and
ready to
help out
a pal in
trouble.
You're
vulnerable to being ‘used’,
though, supporting people when you
ought to be letting them stand on
their own two feet occasionally.
The great thing is, although
everyone's got the utmost respect
for you, no-one's expecting you
actually to win. So they aim their
Red Shells elsewhere, and are
flummoxed when you cruise across
the line in first.
Koopa Trooper
Beach, Yoshi Valley.
All you ask for is
someone who'll be there for you,
making you cups of tea and laughing
at your jokes.
Players
who choose Mario or Luigi.
Wil Overton,
Mother Theresa of Calcutta.
>» LUIGI
~ What you're like:
Sometimes you worry
you're living in the
shadow of others too
much. But don't!
You know
_ you're smarter
than
them,
wae and
you've
always
worked best from behind the scenes.
Your Mario Kart 64 technique:
You're a master of the hanging-back-
to-get-better-power-ups-and-then-
using-them-to-zoom-into-the-lead
technique. You have to endure the
abuse of everyone else, who thinks
you're just being useless. But they
stop laughing when you Thunder
Bolt them on the final lap.
Your best circuits: Luigi Raceway,
Banshee Boardwalk.
Relationships: You tend to admire
people from afar — generally people
who you're too intimidated by to
approach. A few of the right signals,
though, and they'll be doing all the
approaching.
You're compatible with: Players
who choose Bowser or Yoshi.
| Fellow Luigi players: Jim Henson,
Peter Mandelson, the Wizard of Oz.
like: You've
got a few
skeletons in
) your closet, but
that's all in the
past now and
you're a popular
sort. People love you
for your warmth and solid
dependability, but they're aware that if
they cross you you'll break their arms.
Your Mario Kart 64 technique: |f
anyone gets in your way they'll soon
know about it as you shoulder your
way past them, especially on the
starting grid. But your tendency to
make enemies makes you the biggest
Shell-magnet on the track.
Your best circuits: Donkey Kong's
Jungle Parkway, Kalimari Desert.
Relationships: You'd be the first to
admit that you don't find it easy
forming relationships. And when you
“do hit it off with someone, before they
_ know it they can find themself feeling
trapped by you. So go easy on them,
and try not to be so heavy-handed.
You're compatible with: Players
who choose Princess Daisy or Wario.
Fellow Donkey Kong players:
James Ashton, the woman in The
“& Governor, Scary Spice.
aT ae
DAIS ~
a eS re like: =
>»
You love to stand
out from the
crowd, and to do
the unexpected.
Underneath,
however, ~ fe
eg
you Ps
crave ;
security, _
and just to ~~
be left alone =
sometimes.
Your Mario Kart 64 technique:
Unpredictable and — yes — sassy,
you're forever changing tactics, one
minute putting everything you've got
into staying on course and lapping as
fast as possible, the next slowing
down to pick off a pursuing
opponent with a Red Shell.
Your best circuits: Frappe
Snowland, Royal Raceway.
Relationships: You've got a
definite idea of who you want to be
with, but for some reason you never
seem to get any time together —
other people just keep getting in
the way.
You're compatible with: Players
who choose Mario or Donkey Kong.
Fellow Princess Daisy players:
Sigourney Weaver, Thelma & Louise.
WARIO
What you're
likes You know ;
what you want Ye Ly
and you'll er 4 |
stop at a
nothing to oe 4
get it. Your
determination
can makes make other
people slightly wary of you, but they
just misunderstand you, that's all.
Your Mario Kart 64 technique:
“I'm-a Wario! I'm-a gonna win!" is
your battle cry, and it's this refusal to
consider failure that so often ensures
that you do, indeed, win. You tend to
formulate an ingenious masterplan
before each race and then stick to it,
although it's frequently scuppered at
the end by one persistent underdog-
type opponent.
Your best circuits: Wario Stadium,
Moo Moo Farm.
Relationships: Your apparent self-
confidence is your best love weapon
— use it to make the object of your
desire swoon. And when they later
find out what a softie you are
underneath, their heart will be yours.
You're compatible with: Players
who choose Toad or Donkey Kong.
Fellow Wario players: Hiroshi
Yamauchi, Donald Pleasance,
Tim Weaver
7
| in favour of skilful cornering and
§ who choose Luigi or Toad.
TOAD
What you're
like: You've
never been one to
stick in your nose
where it’s not
wanted, or push
people around,
and people can ff
_ Peter Andre: A Toad
_ player through and
sometimes through. He knows
think this who he wants, but
means he’s too scared to
you've got let her know!
nothing to é
contribute. But they
soon find out how wrong
they are.
Your Mario Kart 64 technique:
You prefer to let your driving finesse
do the talking, eschewing power-ups
cunning short cuts. You'll get out the
Red Shells when riled, however.
Your best circuits: Toad’s Turnpike,
Sherbert Land. t
Relationships: You've had your eye
on someone special for a while now,
but you can't quite work out how to
bring the subject up in conversation.
Find a way soon, or someone else
might get in there first!
You're compatible with: Players
who choose Bowser or Wario.
Fellow Toad players: Jonathan
Davies, Peter Andre.
BOWSER
What you're
like: You like to
think you're
pretty tough /
and ruthless, §
with a filthy
temper, but if
your friends
need you (if,
for example, a giant
metal king threatens to take over the
Mushroom Kingdom) then you'll be
there for them.
Your Mario Kart 64 technique:
You are the Powerupmeister. If anyone
gets in front of you they'll find a Red
Shell up their exhaust pipe. If they
reach a jump they'll find themselves
shrunk with a Thunderbolt. They can't
round a corner without spinning on a
Banana, or drive into a group of
power-ups without fear of crashing
into a Fake Item. They all hate you.
Your best circuits: Rainbow Road,
Bowser's Castle.
Relationships: You distance
yourself from soppy stuff as a rule, as
it doesn't fit in with your merciless
image. But when it hits you — and it'll
will! — it'll hit you good and proper.
You're compatible with: Players
Fellow Bowser players: Jaws out
of Moonraker, Darth Vader.
“Poe
Eayiy
Dreteed
~ anger...
they're s
ay
48-page new-season Fantasia
7 supplement AND a football, beer
+ and telly board game
Sa RL a hati
a (naa
hah aed
Pea eu TT
Shay Given, Steve Ogrizovic, oS
Doo
atch
ga
Greatest-ever mane gers
Playing with ait
Or
Rd Re ahh
Pe Ere) Uc)
CE
5
Ry A AGAZINEE
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September 1997
a Mem meld te me LC
an hour or so off from the
phones, get together in a team
huddle and collate all their
most useful games tippage
onto a couple of sheets of
lined A4. Their leader then
PsN ult ollie eral ole) re)
notes to their burly (and
ATF a Meet lade Yeol cela ie
Maureen, who types them
nicely for us to present to you.
Ah! The glamour of it all!
T
GRE
3DH
Hints and Tips
Wele)e)-7- Velen
eM Oa
PLAYER AND RINK SIZE
Description
This code allows you to change the head
size, body size, height of the players and
the rink size.
Instructions
Go to the Options screen (where you're
able to change the rink size and other
options). Hold Bottom C and press R.
This will bring up a line of zeros at the
bottom of the screen with “Specials”
written next to it.
To change the head size, hold
Bottom C and press the R. Enter the
code again and you'll get a different-
sized bonce.
To change the body size, hold Left C
and press R. To change the height of the
player, hold Left C and press the R for a
second time.
@ Ne...
yj
CKEY
To widen the
rink size, hold Top
C and press R. To
shrink the rink size,
hold the Top C and
press R fora
second time.
SUPER TEAMS
Description
This code activates
four Super Teams:
Canada, USA,
99ers and Williams
Entertainment.
Instructions
On the Options
screen, before
you've picked your team, hold L and
enter the following sequence on the C-
Buttons: Right, Left, Left, Right, Left,
Left, Right, Left and Left. When you go
to the Team Selection screen, you'll find
an extra conference with four Super
Teams. The Canadian and American
teams feature well-known national
@ (01703) 652222
HOTLINE
ness ea
OTTAWA
stars, while the 99ers include the
biggest stars from both countries.
The Williams team includes the
programmers who created the
game. Pleasant enough.
CUSTOMISE TEAMS
Description
This code allows you to create up to
two custom teams by copying
players from one squad to another.
Instructions
On the options screen, hold L and
press the following sequence on
the C buttons: Down, Down, Up,
Up, Down, Down, Right, Right and
ee
4
COLORADO
Down. A confirming message
should now appear.
Now go to the Team Stats
screen and press Top C ten times.
Two team names will now appear.
Use the control pad to scroll
through the team lists.
Select two teams to modify,
putting your first choice at the top
and Press A. (Note: you'll only be
able to copy players to these teams
from other squads. You won't be
able to copy between the two
teams you choose.)
Your first choice team will
appear on the left side of the
screen while a random team
appears on the
right side. Press
B to scroll
through the
teams on the
right until you
see a player
you'd like
to copy.
Use the
control pad to
highlight a
player on each
team. The player
on the left will
be deleted and
replaced by the
player on the
right. When
you've made your selection, press
A to confirm.
Repeat the above steps to
replace as many players as you like
and even to create multiple
duplicates. Once your first team is
modified, press Start. Your second-
choice team will now appear on the
left side of the screen. Repeat the
process above to modify that and
when finished, press Start.
Your custom teams will now be
available in One Player, Multi
Player and Season Mode. (Note:
Once you have modified your
teams completely, and if the N64
has not been turned off, you can
re-enter the Modify screen by
repeating the code. However, if you
access the screen after turning off
the system, all previous changes
will be erased.)
SNEAKY ADS
Description
This code allows you to view
various company logos.
Instructions
Press Z when on
any non-gameplay
screen (the Records
menu screen, for
example). You'll see
a company logo
scroll across the
bottom of the
screen. Keep
pressing Z to view
all of them.
INVISIBLE PLAYER
Description
This code allows
you to turn your favourite player
completely invisible.
Instructions
Pause the game during the opening
face-off and select replay. Press L or
R to select a player and as the
player is flashing, press Z to make
him disappear.
INVISIBLE TEAM
Description
This code allows you to turn all the
players on your team invisible.
Instructions
Make one player invisible (as
described above) and then repeat
the process until all your players are
invisible. (Note: Be sure to select
each of your players in order, from
one end of the lineup to the other.
If the cursor crosses over an
invisible player, he'll re-appear. If a
player doesn't disappear, just
choose him again.)
FIGHT ALL THE TIME
Description
This code allows for better fighting!
Instructions
Pause the game during a match and
select Options. In the Options
menu, highlight Fighting, hold L
and using the C buttons enter the
following sequence: Right, Left,
Left, Right, Down, Up, Up, Down,
Left, Right, Right, Left, Right, Left.
A line of zeros will appear at the
bottom to confirm the code.
September 1997 B
| GO!
' GO!
INITLOH OGNILNIN WRLLXF Tin,
©
TULL
Pgh.
SHADOWS OF HEXEN
THE EMPIRE (Midway)
(Nintendo)
It's an
Unfortunately, the type face we print American
the magazine in didn't really make last | game, so it's
got thousands of cheats for it already.
Most of these will ruin your game,
though, obviously, so think carefully
before using them.
month's Shadows codes all that clear.
At the name entry stage it's important
to leave two spaces between ‘Wampa'
and ‘Stompa' as well as one space
before it. Remember also to set your
controls to ‘Traditional’ and last
month's codes should work fine. At any point in the game, press Top
C, Left C, Left C, Left C, Right C,
Bottom C, Bottom C.
This code will only work on the Jedi
difficulty setting. Enter your name as
_Jedi (with _ as a space — the code is
also case-sensitive) and start the
game as normal. You should
Again at any point, press Top C
twenty times followed by Bottom C.
Use this cheat to walk through un-
now find opened doors.
Dash has
a vastly
improved Start your game, and once it's loaded
armoury. pause it using Start. Now press Top
C, Bottom C, Left C, Right C. You
Wt & should see ‘Cheat’ appear at the
bottom of the pause menu. If you
This one's enter this new option, you should be
useful! Enter your name as
R_Testers ROCK and when you're
using the game menus you'll hear the
Wampas roar. Super.
able to activate the following codes:
GOD MODE (INVINCIBILITY)
Left C, Right C, Bottom C
LEVEL SELECT
Left C, Left C, Right C, Right C,
Bottom C, Top C
KILL ALL ENEMIES ON SCREEN
Bottom C, Top C, Left C, Left C
FULL HEALTH
Left C, Top C, Bottom C, Bottom C
The following codes can be inputted
at any time. However, you'll have to
go to the Collect sub menu in the
Cheat menu to activate them. A
swooshing sound means a correct
code, whereas an incorrect one will
provoke a “Hmmm”.
ALL KEYS
Bottom C, Top C, Left C, Right C
ALL ARTIFACTS
Top C, Right C, Bottom C, Top C
ALL WEAPONS
Right C, Top C, Bottom C, Bottom C
DARK
RIFT
(Vic Tokai)
If you want to
see the ending
for a character without the
bother of actually having to win with
him then enter the following codes.
The title screen is the place to do it...
AARON
Up, Left C, R, Right, Down, R, R, Left C
DEMONICA
Up, Left C, R, Right, Down, R, R Top C
DEMITRON
Up, Left C, R, Right, Down, L, L,
Bottom C
EVE
Up, Left C, R, Right, Down, R, R,
Right C
GORE
Up, Left C, R, Right, Down, R, R,
Bottom C
MORPHIX
Up, Left C, R, Right, Down, R, R, B
NIIKI
Up Left C, R, Right, Down, R, R, A
SCARLET
Up, Left C, R, Right, Down, L, L, Top C
ZENMURON
Up, Left C, R, Right, Down, L, L,
Right C
Enter these codes at the title screen
to play as the game's two secret
bosses.
SONORK
L, R, Top C, Bottom C, Left C, Right C
DEMITRON AND SONORK
A, B, R, L, Bottom C, Top C
eileen
YOUR TOP
TIP
Found an interesting cheat, tip,
yor im yi meme Us mm OMe (0)
in one of your games? Then
send it to us immediately! Each
month we'll compile a chart of
the best and if you make it in,
VM em mele Meclu mic)
N64 pin badge. If you get the
ey cre Le ae el aE
oe Ree ula ie Mi
bit special. Don’t send us stuff
we've already printed, though, it
HEE eae
It's for [game name]:
And I've found that if you:
G Issue 6
! HERE’S MY TOP TIP... !
ATM COME Medic Meo MVE E era lime U Cee mer LS AM meh
If you don't want to cut up your magazine, send a photocopy
instead, and continue on another bit of paper if you run out of room.
ot one but three certified Mario Kart shortcuts this month, one of them
easy enough even for James to do. Elsewhere there are some racing and
Battle Mode tips and a step-by-step guide to cheating at Princess Peach's
slide in Super Mario 64. \f you've discovered a top tip in a game then fill in
the coupon below and rush it to us. The top one each month wins a desirable Sharkpad
from our cuddly friends at Interact (01204 862026).
wre ea) ee bees pod re "56
petri
ai ae ae)
ea L an cna
Tae
Pee WA}
——
RCC at}
To get a race time of around
1'20" on Donkey Kong Jungle
Parkway, use this easy shortcut.
La COLA ATM) LA OL ATCC
quickly turn your kart around
and head back into the tunnel.
Turn around again and drive at
the rock on the left-hand side
of the tunnel exit. If you get
the angle correct, you should
find yourself zooming through
a polygon seam and down into
OE Ce datas el acolccmilarelNaaliae lay
some mysterious water. Lakitu
should now put you back at the
entrance of the cave and you'll
be able to drive around to the
finish line to complete ‘lap one’
(hem hem).
After crossing the line, turn
your kart around again and
repeat the shortcut for the
second and third laps. Each lap
should come in at under 30
seconds and your total race
time should now be roughly
rm Ur mel er mea
good normal laps.
Paul Wiliams, Ipswich
2 Mario Kart 64
This short cut alows
you to do roughly 10
second laps on Wario
Stadium. First, jump
over the wall as
described in issue 4
CO moe URLS
bump and a
jump/power
mushroom). Once
over, turn around and
look for the
Scie a melg|
the other side of the
wall. Accelerate towards the piece
of wall just to the right of this and
hit the R button just as you collide
Tamm ALO Cay aa UC, YZeLe ml aLele] (6)
go flying over for a ten second
lap. My best lap time using this
shortcut is 0'08"66, and my best
(eon lene aes
EU ym i ext emt 1 | Od: Li
3 Mario Kart 64
To cut off loads of time on Royal
RCN NAM melalal ated
shortcut. As you round the third
bend on the track (the one with
Si Tmo mo Mame em Colm LTS
long straight as normal. About
half way along turn sharply to
the left and aim for a black line
on the far side of the river bank.
Use a mushroom and an R
button jump (similar technique
to Mario Raceway) and you
should be able to hit the far
bank and roll down into the
water. If you manage this, you'll
be put back on the track at the
iro) oe) tiem [lil oMmael atl ay-mole] mee
large proportion of the course.
James Eckersley, Leigh
ae = ee <
warll 73 sins UU x5
STARY! Ermisk
CR ee}
Here's a step-by-step guide to
Eten Mga CCM ela ee
Nite (ola 6
Step 1
As you land, select Mario Cam
and hit Bottom C for the best
view.
Sod
Run forward and, just before the
sign post, slide with Z and B.
Step 3
When you reach the end of
the tunnel (having taken the
last turn wide), hold hard left
and hit jump just as you reach
on
be.
BS oe}
Turn left-in-air and face the right
corner of the chequered post
(see pictures).
Seated | calli o$ od
Teme o’or's
tee eT |
Step 5
Half way down hit B to do a
yom) e-em ie
continually holding up for
maximum speed (see picture).
BS (ok)
Steer as straight as possible to
achieve a time of around 13.3
seconds (see picture).
Andrew Mills, Londonderry
5 Mario Kart 64
On the Skyscraper level in
Battle Mode, put a few bananas
and fake power-ups in the
EMU iMm mL diGem ob K)
opponents back on the course.
(This is always the same spot,
regardless of where they fall
im ATRL VAR UVa
another balloon as soon as they
restart. Heh heh.
PET CeCe
PET et a)
Lm el MCC Wace em TS
light drivers, use an R button
hop combined with a turbo start
to jump straight into first
position at the beginning of a
race. This is a good way to avoid
Ay oT ATA ear= Ft UT LAC Kods
characters in front of you.
Michael Morris, Warrington
7 Super Mario 64
To get on to Lakitu's Island on
Tiny Huge Land without using
LUA aN AAU) AM Comm OL LSol mm Cola
the cannon at the post. You'll
be knocked backwards but
should stay on the island to
collect the coins.
Anonymous
PT EY
On the final course (Bowser's
Dark World 3) there's a blue
spinning lift about a quarter of
the way through, across the first
Sy oome TW cre COL gn aL A god
point here and a well-timed
back flip will land you on a
higher part of the course,
ovr aelar mele me Uuome lia) am ertaa
Stephen Thompson,
ele Utd
9 1ISS64
If you want to show off, stand
still and hold lob (Left C). As
long as you don't let go, your
player will start to juggle the ball
with his head, shoulders, legs
Elem tim
Luke Porter, Belfast
Cem St -2 |
If you're playing with three
Tadeo ae Ua (cel
the right man to take the ball
to the byline, close to the edge
of the penalty box. If you now
tap Top C (Throughball), then
your player should lay on a
beautiful cross into the box for
your middle striker to bury
(hold down B and use the
appropriate stick direction).
Anonymous
And finally
Sorry to Paul Harvey of Hereford
Elem eal a Remsen
whose names were mysteriously
missing from their Super Mario
and FIFA tips last month. Their
badges are in the post.
ember 1997
NY 75
ate
EDGE 49 PRESENTS SATURN 2 news an aupience witH SID MEIER arcapeview TOTAL VICE, ARMADILLO RACING
prescreeN BLADE RUNNER (PC), POWERSLIDE (PC), JUDGE DREDD (PLAYSTATION)
FEATURES THE PAST, PRESENT AND FUTURE OF 3D GRAPHICS, SONY COMPUTER ENTERTAINMENT JAPAN
TesTscREEN MULTI-RACING CHAMPIONSHIP (N64), DARK RIFT (N64), STREET FIGHTER EX PLUS ALPHA (PLAYSTATION)
EDGE
US CST USS a SS a
A bit more room - that's what NEw AND
been specially expanded to deal with other SUE Omee am amet me mec oy :
P ate coins, and that the total for the 15 courses is 2085. Tiny Huge Land
WUC CRUPR IE Rc aera Timm cr UL OR MR Bellu) ROM ee
to prove her score and some tips on how to achieve it: Secret coin on Little Land, around where 1s
our high scores section needed. IM PROVE DI :
a
limey! One tiny Mario Kart compo =
and Vm the Best is swamped wih (Us| eg Seta Cel Gyre t sles x
your entries. As you'll know, we're mm
now running a huge Mario Raceway First to write in response to Zy's Super Mario 64 coin interest in you and you'll be able to jump on their Bw
competition on page 54, but ‘I’m the Best’ has challenge was Dawn Ford of Dundee. She reckons heads when they come close. A
“A
|
Mario Kart tracks and other games too. So if
you think you're a bit good at a game, send in
your scores for the leagues on this page and cannonballs come out.
get your name in print. Remember, too, to Hazy Maze Cave ah
check out the new leagues we'd like to run at Loa a 3m Ul RR Uae Uae CoOR dodo Recrsbialtaraie
the bottom of the page. use it to get over to him. Park the platform alongside Use the shell to kill the Flyguys and collect the coins.
the corner of his platform and run around him until you
get halfway round. Then jump over him. Hopefully his Congratulations, Dawn! Some N64-related goodies are
pupil will follow you around so his eye circles. in the post. Attention, other readers! If you've
Number one positions in the leagues will
be awarded (along with the obvious honour of
being in first place), a gleaming N64
To kill the bats (almost above Mister Eye), simply managed a particulary incredible feat in an N64 game,
Magazine badge. Each month there'll also be a stand on the second of the two close-together bridges don't just send us the score — tell us how you did it as
specific game challenge, with a Sharkpad Pro (thus winning the red coin) and now - standing still - well, and if you're able to impart any particularly useful
64 joypad from our friends at InterAct do a double jump. Hopefully now the bats will take an knowledge we'll reward you accordingly.
(01204 862026) awarded to the winner.
IAAI MARIO KART 64
$cO Kg 3 ! (AMERICAN/JAPANESE) (PAL)
What with one thing and another \ z vs
we thought things were getting a 1 1'43"06 Confirmed Mike Hurry, Aberdeen 1. 2'03"43 Confirmed Benn Stiff
bit complicated with the ‘New 2 1'43"45 Confirmed Andrew Taylor, Reading 2'03"71 Confirmed Andrew Densley, Bath
High Score’ and ‘I'm the Best 3 1'43°65 Confirmed _GK, Darlington 2'06"40 Confirmed Andrew Mills, Londonderry
sections, so we've decided ee en ee a re
to re-run issue 5's 4 1'43"68 Confirmed Jan Taylor, Reading 2'06"55 Confirmed Stelios Giamarelos, Greece
competition with a definite 5 1'44"35 Confirmed Jonny Town, Horbury 2'10"80 Confirmed David Holmes, Doncaster
closing per challenge . 6 1'44"86 Confirmed David Sanders, Stratford 2'10"98 Confirmed _F McFadden, Edinburgh
is to record t fe fastest Hine 7 Confirmed J Davies, N64 Magazine 2'11"11_ Unconfirmed Mark Jackson, Hove
on Mario Kart’s Luigi Circuit, — - —— =
and the prize is a Sharkpad Pro from InterAct. 8 Confirmed William Lam 2'11"15 — Confirmed Phil Thompson, Lyme Regis
The best (photographed/videoed) time will 9 1'46"80 Confirmed Tony Hill, Reading 2'11"56 Confirmed Andrew Gates, Cardiff
win, and the best ten will be automatically 10 1'46"89 Confirmed T Wright, Newcastle 10 2'11"81 Confirmed Jan Gliddon, Leeds
entered into the Luigi Circuit league on the right.
Jonathan's original time to beat was 2'06"46,
but, as you can see, Benn Stiff is currently in pole
position with a
Ps oan 178) WReww"ss time of 2'03"43.
: All entries must
use the PAL
version of the
game and arrive
in the office no
later than
September 5th.
eee
0'55"82 Confirmed Mike Hurry, Aberdeen
0'56"77 Confirmed Steven Housley, Idle
0'57"11 Confirmed Colin Rastrick, Ilfracombe
0'58"31 Confirmed Steve James, Much Wenlock
0'58"39 Confirmed Michael Park, Swindon
0'58"98 Confirmed Kevin Shek, Slough
0'59"07 Confirmed Marc Duport, Gurnsey
0'59"16 Confirmed Neil Daunt, Guernsey
0'59"64 Confirmed Graham Dibley, Basingstoke
10 1'03"49 Confirmed T Wright, Newcastle
SCE
eat fey Pdr 1 1'53"13 Confirmed J Davies, N64 Magazine 3'03"60 Confirmed Andrew Densley, Bath
WAU ANT US oe cteec Racial 2'34"26 Confirmed Mike Hurry, Aberdeen 3'06"10 Confirmed Andrew Mills, Londonderry
next month we'd like to run a few new ‘I'm the é 2'35"34 Unconfirmed Simon Franklin, Leeds 3'06"67 Confirmed Stelios Giamarelos, Greece
Best’ leagues. For issue 7 and onwards, as well as 2'35"41 Confirmed Richard Tapner, London 3'09"50 Confirmed Benn Stiff
Ne eee ee ee eet ie 2'35"87 Unconfirmed Robert Davis, Oldham 3'13"98 Confirmed David Holmes, Doncaster
your scores and times for the following: - - - - - -
Ee Clad Ma eee ett 2'35"99 Confirmed T Wright, Newcastle 3'14"02 Confirmed Will Nation, Maidenhead
Snowland, Bowser's Castle and Banshee Boardwalk. 2'36"12 Confirmed Chris Green, Argyll 3'14"54 Confirmed T Wright, Newcastle
Te Oe OCC UO eLAL 2'36"29 Confirmed Mark Keane, Manchester 3'14"73 Confirmed Tim Burgess, Aberystwyth
2°36"50 Confirmed T Wright, Newcastle 9 3'15"00 Confirmed T Wright, Newcastle
high score) 9
10 2'36"64 Confirmed Luke Baines, Chepstow 10 3'15"12 Unconfirmed Stephen Willis, Lancaster
90] CO) St] | wi) lw |
ONO) iw) hy)
Shadows of the Empire: Times for Hoth battle
September 1997
Foot Race with Koopa the Quick
Peach Slide
Foot Race with Koopa the Quick
tC) (+)
RE
Cae Etim ers)
siete Sthdel
ee)
Es
@ INC...
TT Tatts)
1'03"755
1'04"726
1'05"266
1'05"478
1'05"820
1'05"884
1'06"193
1'06"254
1'06"896
10 1'06"992
OOPS O) vw ml wl
Confirmed William Lam, Bristol
Confirmed _ Dilpesh Varsani, London
Unconfirmed Paul Knight, Exmouth
Confirmed GK, Darlington
Confirmed Carl Waters, Telford
Unconfirmed Jon Hatch, 11th Signal Regt
Confirmed Chris Murphy, Middleton
Confirmed Lee Hammond, Saddington
Confirmed Robert McMahon, London
Unconfirmed Jonathan George, Dublin
TTT cst Ca)
1'15"830
1'17"005
1'17"322
1'18"018
1'18"051
1'19"943
119"991
1'20"142
1'20"486
10 1'20"739
OO) CO] oO) wi) lw
Confirmed Andrew Mills, Londonderry
Confirmed Chris Tape, Rayleigh
Confirmed Rony Costa, Hillingdon
Confirmed Frankey Mayers, Blackheath
Unconfirmed Trevor Scannell, Barking
Confirmed David Holmes, Doncaster
Confirmed Sam Wicks, Southampton
Confirmed Tim Nicholls, Rochester
Unconfirmed Liam Evans, Birmingham
Confirmed Adam Baker, Truro
Stunt Mode, Dolphin Park
24880
24047
23510
22416
21888
21775
21775
21737
9 21672
10 21601
11 21549
12 21345
13 21247
14 21025
15 20296
16 20281
17 19747
18 19549
19 18578
20 18080
ON |O/Mlaiwin |
Confirmed SP Richards, Dorking
Confirmed Norman Obaseki, Leeds
Confirmed Adazé Obaseki, Leeds
Unconfirmed Trevor Scannell, Barking
Confirmed Andy Ward, Kent
Confirmed Owain Brimfield, Isle of Man
Confirmed Owain Brimfield, Isle of Man
Confirmed Michael Green, Oldham
Confirmed fan Gollins, Crewe
Confirmed Richard Savage, Binfield
Confirmed Rony Costa, Hillingdon
Confirmed Martin Drew, Bognor Regis
Confirmed Dilpesh Varsani, London
Confirmed Paul Taylor, Poynton
Confirmed Michele Féch-Gatrell, Margate
Confimed - Andrew Hurst, Havant
Unconfirmed Edward Gouldby, Lowestoft
Unconfirmed Ben Stevens, London
Confirmed Andrew Mills, Londonderry
Unconfirmed Andrew Mills, Londonderry
ee Se
rel lis
ea) Se
Capcom's 3D stunner...
NEGA-PREVIEW |
Soaepiee ie |
a
Explosive action!
CAPTAIN BLASTO
Sony’s new star!
| ny and Sega
Sh their animal
> inside...
ie Sa Pt pd
Tomb Raider 2
i eT CM Tits
Superman 64
Teg me] 3D
ON SALE NOW:
GOLDENEYE 007
Spy vs Spy...
ee ire
DAIKATANA
The Quake killer?
PLUS! ACTUA SOCCER 2 © BODY HARVEST ede
LI MULTI-RACING CHAMPIONSHIP © F-ZERO 64 «1/31 1). ()307
“Eat it”
I've e-mailed this letter to you because
| thought if | sent it by post you might
eat it, like you're doing in your picture
in the mag. Anyway, | wanted to write
to tell you that being annoying pays
off! | say this because | bought FIFA 64
and when | got it home | realised I'd
made a big mistake. So | took it back
to Beatties and they said that | could
only have my money back if the game
was faulty. Because of this | hung
round the shop for nearly an hour,
annoying the staff, until eventually the
manager placed 40 quid in my hand.
So there you go, it pays to persevere.
Aaron Carroll, Halifax
You're not the only one. Tim had been
playing the music from Wayne
Gretzky's 3D Hockey all day until
eventually, when we could stand it no
longer, we gave him 50p to go and
buy some sweets, and then hid the
cart while he was out. Ed
Al W
Er... no!
Why don't parents understand kids? |
was jumping around the room ready
“Many | have”
In response to Robert Curd's
suggestion for Pilotwings 64
photos, here are a couple of the
many | have. I'm sure you'll agree
they're pretty good.
Andrew Mills, Co. Londonderry
They are, indeed, good, and earn
you a shiny N64 Magazine badge.
Other readers are encouraged to
send in Pilotwings photos. Ed
T
his is the bit of N64 Magazine we like best,
because we can just sit
ack, fold our arms
and let you do all the writing. And what fine
writing it is, with some Pilotwings A ons taaeah a Mario
Kart curiosity, problem parents an
eld ole Ute (tae
to explode to get an
N64, and my parents
told me to spend the
money on something else. |
got told by my mum not to
buy a second, third or fourth
joypad as they're too
expensive, and then |'m told
there's no point in getting an
N64 as | already have a SNES.
I'm told to go out and get fresh
air rather than enjoy a game of Super
Mario 64. Why not just open a
window? I'm told to get exercise.
Why, when | intend to play on the
N64 for the rest of my life? “Do
something creative with your hands.”
All right, I'll play Mario Kart 64. “Go
read a book." I'd rather read my best
time for Yoshi Valley in Mario Kart
time trials, or a copy of N64
Magazine. “Go see your friends." All
right then, I'll bring them home to
play four-player MK battle mode.
Parents always annoy you, too.
You're quite happily playing on the
N64, breaking some records, when
they come in wanting to watch
Animal Hospital. “Those were the
days, when computers filled a whole
room and we played chess.” So, now
a machine that's 100 times better is as
small as my pile of N64Magazines.
Why don't they find that amazing
when they're going on about how
they used to play Pong. As for chess —
pah! You can't turn the sound on the
TV up as they call the music a din,
when they listen to Tina Turner when
they're driving you, hiding in
Andrew has captured Mario's
features perfectly in this Mount
Rushmore shot.
Write to us at:
Club 64, N64 Magazine, 30 Monmouth Street, Bath, BA1 2BW
Fax: 01225 732275
e-mail: [email protected]
Any letters printed win a prized N64 Magazine badge!
“Stupid fools"
| was looking through the 1997
Guinness Book of Records when |
saw a page about a computer
games competition. Although the
section was about the original
Mario Kart, the picture was
obviously of Choco Mountain in
Mario Kart 64. At first | just
thought, “Ha ha, the stupid fools
have printed the wrong picture,”
but on closer inspection | noticed
that it showed in second place none
other than Magikoopa, who's not in
the game. Is he a hidden character,
or what?
Tim Cheesman, Norwich
Fascinatingly, what you've
stumbled upon here is an early
development screenshot of Mario
Kart 64, from a time when
Nintendo were clearly planning to
embarrassment, to school. “There's
more to life than N6é4s." Er... no!
| hope you understand how | feel,
as you're the only adults | know to
share the same interest as me.
Jeremy Davies, Chichester
Animal Hospital, Tina Turner and
chess, eh? Sounds like you've drawn
a bit of a short straw in the parents
department. Try showing them your
gleaming new N64 badge, to prove
your hobby is good for something. Ed
Ta aaNet UN
this building on Holiday Island
V has been framed.
all sorts of
include Magikoopa out of Super
Mario World. Look — we've found
another one to go with it. Sadly,
Nintendo tend never to include
cheats in their own games, so
there's unlikely to be any secret
way to access the little blue
fellow. Ed
A Magikoopa (3rd) was later
‘erased’ from the game,
possibly on the orders of
Mr Yamauchi himself.
“Level 1-9"
I've just bought Go Go!!
Troublemakers and |'m in desperate
need of help. | know you're
reviewing it in issue 5, and I'd like to
ask you if, in your review, you could
tell me and probably many others
how to get off level 1-9, and maybe
how to blow up the red blocks when
there's no bomb around — e.g. 1-5
and 1-9.
Oh, and after getting 6 medals
on Starfox | was given the option to
play as the tank. | now have 15
medals. The two missing ones are on
Area 6 and Volus. On Volus I've only
managed to shoot 111 ships and
then no more appear.
P Roffey, Frome
I've consulted with Wil and Jonathan
Nash (our resident Troublemakers
experts), who between them agree
you've probably missed the green
bomb dispensers. There's one on
each of levels 1-5 and 1-9, and
they'll produce more than enough
bombs for your purposes, including
blowing up the wall you need to get
past to reach the exit on 1-9. Ed
“Nintendo
walk on"
After reading Paul McDermott's
highly critical (to say the least) letter
in the July issue, | felt some kind of
response was needed.
Paul basically says that the N64 is
crap and so are the games it rode in
on, but begins by criticising its
“blurred” graphics. And to be
honest, he does almost have a point
here. My experience is that using a
UK N64 and running the picture
through anything other than S-video
does indeed produce quite a ‘blurred’
picture. I'm not just referring to the
unusably crap RF connection, either;
the composite output also provides a
fair degree of ‘overblur’ and
noticeable interference lines. The
point is that the N64 is a machine
that demands absolutely the best
picture possible (far more than any
other console) because of its anti-
aliased graphics, which when viewed
through a poor TV connection can
look very indistinct. Much as |
worship the very ground that
Nintendo walk on, they committed a
cardinal sin by not providing RGB
output on the N64. (I know you can
get an RGB SCART conversion, but
that's not the point.)
As for Paul McDermott's
comments about not having played
Pilotwings and Wave Race since he
bought them, all | can say is if he
hasn't played them much then he's
hardly in a position to comment.
Also, Shadows of the Empire may not
be as good as Nintendo's own N64
games, but to describe it as “like
playing a £5 pocket game” is,
frankly, absurd. Unless, of course,
Paul knows about some £5 pocket
games that the rest of the world
doesn't, featuring dazzling graphics
and sound superior to the N64's.
Jon Bates, via e-mail
Eh, Paul? Eh? How about that, then?
Let's see these £5 pocket games of
yours. Eh? Ed
"Sift back"
Don't you think your main reviews
should be of PAL games, and the
import reviews should be restricted to
a couple of pages? After all, 99% of
your readers won't own
USA/Japanese N64s and are more
interested in reviews of PAL games
that are just coming out or have just
come out. It's a bit annoying having
to sift back through the magazines
for the old review each time a game
is released over here.
David Waller, Hessle
Er, that's exactly what we do. Most
of our review pages are devoted to
UK releases, with only the most
important US and Japanese games
getting big reviews. And for precisely
the reasons you give. It's good to
know you agree, though. Ed
“Engine sound”
This is Jazz, and I'm writing partly in
response to someone's letter | read,
partly with a problem, and partly
with a query.
Firstly, about Andrew Crain's a
letter in “Tell me this” last issue.
Hasbro's Beast Wars game is being |
released on the PlayStation and on rm
PC CD-ROM. They're “considering” w
the N64, but nothing's decided. The “A
animated series will arrive on British
TV sometime during 1998, along
with the toy range. (This is hot from
my source at Hasbro.) (Gosh. — Ed)
Secondly, | have Mario Kart.
Yippy, it's quite good. But | use a
SCART connection to
my 100 MHz TV. Go! &
When | play 2-,3- or GO!
No matter how many games come out, they never quite seem to
do the ones we all want. Like these, for example...
GUYVER 64
My first dream game would be
Guyver 64, based on the anime
series. It would be in between a
Doom-style game and a beat-
‘em-up, and would have real-
time combat where you could
use all types of weapons such as
swords and knives and super
moves like when Guyver opens
out his chest body armour to
reveal two cannon blasters.
The objective of the game
would be to rescue Mysuki, as in
the cartoon. When you come to
fight a boss the game transforms
into a game like Killer
Instinct where you can do
combos etc. The Doom-
style game takes you
through the level, and as
you proceed you reveal
clues leading to MySuki. It
would have puzzles to solve,
but not so hard they led you
to demolish your cart.
Sandeep Babber,
Southall
A Guyver game is a fine idea
indeed, and his hidden weapons
would be ideal for a 3D combat
game. We're not sure about
including Killer-Instinct-style bits
as well, though — in our
experience, games that try to
include more than one gaming
style end up being unsatisfactory
compromises. Ed
MARIO BOAT 64
This is a game | thought of when
Super Mario Kart came out on
the Super Nintendo. | think it
would be brill if it came out on
the N64. All the power-ups are
the same apart from the Gel
Fish, the Piranha and the
Octopus. The Gel Fish is like the
Spiny Shell, and when you pick
up the Octopus you can fire it
off and it will go for the driver
ahead and stick for a bit, slowing
him down. The Piranha is like
the bunch of Bananas — you
can drop them and if a boat runs
over them it'll spin out. And
there's sea weed on parts of the
tracks, so if you go wide you'll
slow down.
Scott Mickle, Barrow-in-
Furness
Sounds great, especially if it had
water as realistic as Wave Race
64's. And rather than spinning
out, it might be more fun if
boats actually sank. Ed
WARCRAFT 64
It would be my dream come true
to see a game based on the
popular PC series, Warcraft. And
with the N64's power, the
possibilities would be endless —
strange new monsters and
armies, massive landscapes and
uncharted terrains, and a
countless array of war machines
to control.
| am aware of the rumours
surrounding Command &
Conquer, and |'m glad the
release looks doubtful. In my
opinion it's slow and crap,
and isn't half as fun
as Warcraft.
Daniel Metcalf, Norwich
Although | haven't played
either C&C or Warcraft all
that much, | have to agree
that Warcraft is the more
fun, and would make a
great N64 game. It's hard to
imagine this happening,
though. Maybe someone will
hear your plea, and do
something similar. Ed
PAC-IN-TIME 64
| used to have a game called
Pac-in-Time on the SNES. My
dream is to see an N64 version.
It could be a fantastic 3D
adventure, a bit like Mario 64
with a bit of Mario Kart thrown
in. You could have a battle mode
— Pacman vs. Ms Pacman. Help
me, I'm a Pacaholic.
Hazel Elsom, Hull
You never know, what with this
month's exciting news about
Namco. Ed
See, games companies? That's
what you should be doing, not
more mah jong games and half-
baked beat-'em-ups.
Dream On, N64 Magazine,
30 Monmouth Street,
Bath BA1 2BW.
Go! ©
GO!
September 1997 (a1
just this once. Ec
1. Who are Tri Film and Ear Force (see
Starfox 64 ending)?
2. Will Nintendo ever update Metroid for
the N64?
3. Don't you find the lack of challenge in
N64 games slightly annoying? It seems to
me that games are getting easier and
easier, and our games playing abilities are
suffering as a result. If you don't believe
me, try playing F-Zero, Mario World or
Ghouls 'n' Ghosts to see how games
used to be.
4. Could you ask Wil which Super Play
cover he likes best. My personal favourite
is issue 24's Breath of Fire rendition. Or
possibly the Yoshi's Island cover of issue
36. Issue 38 was good, too. Ahh, | can't
decide. N.B. This is the last time | ever
mention Super Play, Wil Overton or
magazine covers ever again. Unless you
don't ask him, in which case I'll plague
you with loads of letters going on about
how great Super Play was.
Tekin Suleyman, London
4-player, the only engine and sound
effects sound | get is from player 2.
Why? Is it to do with stereo? If so,
then why just player 2? I'm now
using an RF ariel connection as that
works fine.
Thirdly, I'm going to the United
States real soon — in fact, I'll be
gone by now. But the point is,
someone wrote in to a ‘rival and
inferior’ magazine last issue asking if
they should buy some N64 games
whilst in America. |, like them, also
wanted to get Star Fox 64 or
something whilst over there for
cheaper. However, they replied
saying that some games are not
able to run on UK N64's due to
their different coding, even with a
converter! Is this true? Why? Surely
someone with a fast enough TV
(60Mhz) can play any N64 game
with a converter?
Sheeesh!
Jazz Morgan, via e-mail
Puzzled about something N64 related?
Then this is the bit to write to.
1. There was a converter — you know, the
Super Game Boy - where you could play
Game Boy Games on the SNES. There was
also Mario All Stars, where all the NES
Mario games could be played on the
SNES. Well, is there going to be
something like that for the
N64, like a few SNES
Foun Mela a eg
2. Is Tomb Raider going
to be on the N64 or the
64DD or both, or,
Fy. Ve] WA Ael Gace
Pe OM S10 (eme)0)
Secs mum Caleta
(oF Vcc are seco ols
the 64DD. How
em C male
The sounds effects for different
Mario Kart players do indeed go
through different stereo channels, so
it sounds like you might
have a dodgy SCART
lead. Get the shop you
bought it from to swap it
for a new one. If that
doesn't work, there could
be a problem with the
SCART socket on your
telly. And as for Starfox 64,
Fire (01302 325225) have
got a new adaptor that'l!
get it working on a UK machine. Ed
“Fake Items”
| loved your review of Mario Kart 64.
The only problem was the Battle
mode. You said it isn't very good,
but | think it's brilliant - better than
on the SNES. One way to improve
the battle mode is on Block Fort
(where, | must say, you put the
going to be for it to come out in the UK?
Is the British price going to be higher?
4. How much more powerful is the
eID DR ian oc Ua ole Ole
how much more powerful does it make
the N64?
5. Is Mission Impossible going to be
able to use a hand-held light gun? If not,
is there going to be another game
which can?
PE aa let eee ee ce) Zool]
wrong picture) — you take Bananas
and Fake Items and lay them on
bridges, so it's
hard to get past.
Also, fire Green
Shells to the
bottom so you
can make a
death zone for
people who fall
off the forts.
Chris Harvey,
Guernsey
Well, you can do that, but we'd still
much rather play in Versus mode.
P'raps if that wasn't so much fun,
we'd spend more time with Battle
mode. Ed
“Hit their
target”
| spotted two minor errors in your
1. Why was the price cut here in Norway
smaller than in the UK? When the console
came out in Norway on March ‘st it cost
2200 NKR (that's about £230). After the
price cut | paid 1695 NKR (about £175).
2. Is the release date on your Ultra Release
List based on the UK only, or are the
games released the on same date all over
Europe (including Norway)?
3. You've been writing about SCART/AV-
cables and S-video to be bought
separately instead of RF modulators. Here
TOM OAV UAT CONIA cXre m1 |
SCART/AV cable, and a RF modulator can
om lel tpi mo ee
you don't have a SCART input. Why?
4. The fact that I'm (hopefully) the first
Norwegian to get my letter in print
(maybe the first Norwegian to write to
you!) must be worth something. A
subscription would be nice. Or an extra
controller, maybe?
Martin ‘Marty' Rosok,
Klavestadhaugen, Norway
If something's bothering you, write
immediately to: So tell me this...
N64 Magazine, 30 Monmouth Street,
ELAM Pe
Mario Kart 64 review (PAL version).
Blue spiny shells don't always hit
their target — I've often shot one into
a wall, never to be seen again. And
there are two additions to the
character line-up from the first game,
not just one — Donkey Kong
appeared as Donkey Kong Jr in the
SNES version. So there!
Richard Masters
Reckon you're pretty clever, eh?
Well, let's see how long it takes you
to work out how to pin this N64
badge on. Ed
“Mario Mario”
In reply to Stuart Millar's question in
issue 3, and also you own, Mario's
surname is Mario, and so is Luigi's.
This is explained in the film Super
Mario Bros. So that's Mario Mario and
Luigi Mario. Hence ‘Mario Brothers’.
Bryan Davies, Falkirk
INVENTION CORNER
It works the same as the Jolt Pak, but
also stores 256K of memory. If this was
released it would probably cost £24.99
Russell Cocklin, Romford
Meniorg
Ie Ths Waa
Wag fea
Toit $24.92
Eerily, Datel came to see us yesterday,
and brought the prototype of their new
‘Shock Wave’, which is a combined Jolt
Pak substitute and 1 Mb memory pack.
Most spookily of all, perhaps, they're
planning to sell it for £24.99. Ed
Each card contains ten playable demos
of Nintendo 64 games, along with
Thanks, Bryan, and thanks also to
the 1.9 x 1014 other readers who
contacted us with this vital
information. Ed
“How you all"
I'd like to know, if possible, how you
all got into writing for a magazine,
and what qualifications you need,
and how you go about being
recruited to work for a games mag.
David Basser, Bourn
Right. Briefly, then...
Tim: “Well, | applied for about ten
jobs before getting an interview for
.net magazine, and although they
didn't fancy me, they passed my
details on to the now-deceased Total
who did. I've got an English A-level,
and, of course, | love Nintendo.”
James: “I did a magazine at school,
then did the university paper for two
years, and then applied to 24
magazine companies when |
graduated. Out of all the people who
replied, Sega Power sounded the
most fun, so | started out on that. At
university | did, er, biology."
Wil: “I got into it by accident. When
we started doing Anime UK [the
Japanese film magazine Wil started
up in Essex] there weren't enough
people to do all the writing, so |
ended up doing some of that. Then a
couple of comics and magazines
asked me to do stuff, and people got
the idea | could write, so when |
came here to lay out magazines |
ended up doing writing as well. I've
got an English ‘O' level.”
Me: “Me? Crumbs, er, well, | did a
sort of fanzine on my Spectrum, and
| sent it to Your Sinclair magazine,
previews of forthcoming games. You
buy the NSC box (about £25-30) and
connect it to your N64, and the cards
plug into that. A new one comes out
each month, for about 99p-£2.99.
Russell Cocklin (The Mad Inventor),
Romford
_\conne cet? H6Ge csomeron).
Gold SHE wed
ai
‘
|
|
heonenuie a
OME CNer Soe (The neon)
& Pith Taecan
Lag Dette ®
Well, maybe, although | can't help
suspecting that if it was possible for
Nintendo to release games on 99p cards
rather than £50 carts, they'd have done
that in the first place. Ed
Got an invention? Then send it to:
Invention Corner, N64 Magazine, 30
Monmouth Street, Bath BA1 2BW.
and they quite liked it and asked me
to do some reviews, which | carried
on doing in the evenings while | was
at school and university, and then |
got a job on Super Play. I've got an
English ‘O' level and a Grade 2 ice-
skating certificate."
Tim: “Oh, and | worked for British
Gas for six months."
So if you want to work for N64
Magazine, then what you basically
need is (a) to love games and know
loads about them, (b) to be able to
write well, and, ideally, (c) to be
able to offer the magazine
something we can't already do for
ourselves. Sound like you? Then
send us some examples of things
you've written and tell us all about
yourself — we'd always keen to
unearth new talent. Or some talent,
even. Ed
“She loves you”
Your competition winner (the
Hamster Pak). What a crap idea.
How about a Girlie Pak? You slot it in
the back of your favourite girl, and
then have complete control over her.
When you press the Z Trigger she
tells you how much she loves you.
Here's my Top 3 for the Girlie Pak:
1) Melissa George (used to play
Angel in Home & Away)
2) Jennifer Aniston
3) Ginger Spice
Good idea, hey?
B Payne (aged 26), Plymouth
If only you'd sent it in sooner! It's
brilliant! And not, for example, one
of the worst, least appealing and
frankly most worrying ideas we've
ever heard. Ed
bt
The Super Mario Edition
) (With Fantastic Free Video) UK reviews of Shadows of
the Empire, Super Mario 64 and Pilotwings 64. Mario
Kart 64, Perfect Striker, Wayne Gretzky and loads
more reviewed on import. And there’s a huge feature on
how your Nintendo 64 works, how to do import
gaming, and all that sort of thing, too.
ISSUE 2
Bue tia Te Cy
Wave Race 64 review and guide. FIFA 64
denouncement as well as the best import Blast Corps
review you'll read. ‘How to...’s include ‘Get 70 Stars the
Fastest in Mario 64’, ‘Find all the Keys in Turok’ and
part one of ‘Obtain all Challenge Points in Shadows of
the Empire’. And there's a huge guide to Nintendo.
ISSUE 3
Ba aC) med
Frankly superb Starfox 64 and Doom 64 import
reviews along with International Superstar Soccer 64
EUW Cm ert esa me cle) MO Mc Uae emer lcm |
our Mario 64 and Shadows ‘How to...’s, as well as a
quick guide to playing Japanese games. And! There's a
huge survey of Japanese developers.
ISSUE 4
The Mario Kart Edition
Te MCT aU Mom te een Cetin ele UL ELe)
Kart. Exclusive Future Looks at Struggle Hard, Holy
Magic Century and Sonic Wings Assault. Reviews of
(PAL) Mortal Kombat and War Gods, as well as superb
features on Japanese arcades and /SS64, and yet another
helping of Super Mario playing tips.
ISSUE 5
Bum ee Cardy + BT
World exclusive review of Multi Racing as well as
massive coverage from E3. Superb Future Looks at
GoldenEye, Banjo, Extreme G and F-Zero as well
as the very last instalment of our Mario 64 tips.
Dee lO ee Ce ioe Ue aU Urtar Cina
BANS so
KAZOOIE!, ee S enough, there are spanking great reviews of Go
Go!! Troublemakers and Blast Corps.!
am
Le
Back issues (subject to availability) are available for the bargain price of £3.50
by filling in the coupon below, by phone on (01225) 822510 / 822511 or by
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September 1997 “ig
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The complete guide to every game we've ever reviewed in N64 Magazine.
How it works Mekano 7: The Battle for Wang
Head Soft UK release:
The game's name eae Summer 1998
oliton
|The paar ot apne computer hero Score
Its publisher peeano on the N64 is great news for purists Airy
everywhere. The Battle for Wang sees our iB ‘ oie
cay P we eponymous hero battling to free his home y The issue we reviewed it in
If it's an import, whether it's a US town from the clutches of evil Lord Texaco
or Japanese one pdris army of electric monkeys. The ; “25
storyline is incomprehensible and some might ‘ How much it costs
quibble at the use of an LCD emulator to
‘ produce the graphics but the sheer quality of :
A summary of our review the game shines on through N64 reviewers
= James Ashton = Jonathan Davies
7 = Marcus Hawkins = Tim Weaver
The best tip or cheat, and any 0 a = Wil Overton = Zy Nicholson
issues that we've done guides = John Smith = John Nash
The reviewer's initials (see below)
INT. SUPERSTAR SOCCER 64
Konami £60 N6; ,
The finest football game in existence, /SS64 is, quite simply, a
work of art. It certainly looks gorgeous, but the real delight
comes from its genuine football-ness. You can build the most
intricate of passing build-ups, deliver the killer through-ball
and score the sweetest of goals — all just like the real thing. An
almost flawless game which could only have been bettered
with the addition of real teams. Kills all known F/FAs dead.
BLAST CORPS BA KILLER INSTINCT GOLD
SSUS@EBEOIS| Nintendomare 655 JIN
A preposterous storyline is the excuse for some full-frontal i
global destruction as the Blast Corps — a kind of space age ae Killer Instinct might have been a big deal a couple of years
demolition gang — get to save the world by, er, knocking most __ ago, but even an arcade-prefect conversion looks a bit
of it down. There's no doubting that the game is one of the : out-dated on the N64. It's not that K/ wasn't a good game to
most idiosyncratically original on the N64 and one that you're 4 a start with — if you're still in love with it, you'll definitely enjoy
almost certain to enjoy. However it's lifespan problems : this version — it's just that for most people enthusiasm for this
(mission repetiton is never ideal) mean that your love affiar 4 type of beat-'em-up is at a low ebb. And that includes us.
with the game may be disappointingly short-lived. a
leo PILOTWINGS 64
Electronic Arts £60 , Nintendo
The first Pilotwings split gamers’ opinions with its floaty,
airbound subject matter. However, this 64-bit refurbishment is
likely to have a much wider appeal than the SNES original.
Intermingling the sublime talents of flight sim specialists
Paradigm and Nintendo's usual playable sheen, Pilotwings 64
emerges as a supreme example of how to harness the N64’s
immense potential. Up, up and away.
This makes you wonder two things. Firstly, how, with all that
advanced technical gubbins at their fingertips, EA managed to
produce a worse F/FA game than the PlayStation's. And
secondly, how, in the wide, wide, world of sport, this passed
Nintendo's quality control department. The Albanians execute
people for lesser offences.
MARIO KART 64 pic
Nba
While it doesn't quite achieve the total perfection many
had expected, Mario Kart 64 is still a vital purchase for your
N64. Its outstanding feature is undoubtedly the multi-player
modes, and in particular the four-player grand prixs. But
you'll still find yourself racing the one-player games too, long
after you've beaten the game. The disturbingly addictive Time
Trial mode offers almost infinite longevity. Brilliant. Buy it.
GT
rT
pe RMN
Se
® "
‘ Mi
Abhchh, another Mortal Kombat sticks in the throat of
beat-'em-up fans. This is really poor — the animation a
sub-standard variation of the PlayStation's, with an overall ‘
presentation level little better than that of its SNES ancestor. ,
A wealth of options, cheats, extras and finishing moves can't [Re
save this. Avoid with clinical determination. hs
.
eed
SHADOWS OF THE EMPIRE
N64
With ten levels of varying game styles, Shadows somehow
fails to be more than the sum of its parts. Fab snowspeeder
and space battles are ultimately let down by some lacklustre
Doom-style bits and the truly awful speeder bike on Luke's
home planet, Mos Eisley. It still has a great Star Wars feel,
though, and is loads better than the PC's Dark Forces.
ReactorsCore_—
CRUIS'N USA
UK release:
TBA
Undoubtedly, an accurate conversion of the coin-op. But that,
while worth popping the occasional 50p into, is hardly Earth-
shattering stuff. Racing across the USA isn't all that tough,
even with the irritatingly over-sensitive controls. The music is
awful, and the graphics, while functional, use only a fraction
of the N64's power. Get Multi Racing Championship instead.
NT
GT Interactive
=
SUPER MARIO 64
Nintendo
When other developers first caught a glimpse of SM64, they
went back to the drawing board with their efforts. The game
is sublime, taking everything that's made previous Mario titles
great and fleshing it out into 3D. Mario himself can do just
about anything, the levels are huge, packed with incredible
ideas and loads of secret bits. Without a shadow of a doubt,
this has to be the world's greatest video game.
TUROK: DINOSAUR HUNTER
x
Replacing Doom’'s cyberdemons with screen-filling dinosaurs,
cranking up the violence to ludicrously bloody proportions
and adding a series of breathtakingly devastating weapons,
Acclaim/Iguana have produced — yes — a monster. A
phenomenally good game which really shows the technical
gulf that exists between the N64 and other consoles.
WAVE RACE 64
a
Breathtaking water-based racing is the order of the day in
Miyamoto's astounding Wave Race, with the N64 once again
proving its mind-expanding capabilites. Thoroughly realistic
water effects, a scintillating two-player speedway and the
possibility of trying your hand at Lee-Majors-style stunt work
make this easily as enjoyable as Mario Kart 64.
DARK RIFT
Too dark for its own good, that's Dark Rift. Even when you
have fiddled around with the Brightness and Contrast controls
on your TV — so that you can actually see what's going on -
your resultant picture will be a grave disappointment. It's a
beat-'em-up, basically, and while it's more accomplished than
War Gods and Killer Instinct, there's just nothing new here to
excite even the most ebullient of fight fans.
DOOM 64
UK release:
September
Doom gets a complete overhaul for its N64 outing. That means
all-new levels, textures and a brand new rendered look for the
monsters. The game's tough enough to last in its one-player
only state and the only real let-down is the animation on the
monsters. Turok’s a better game (with its running, jumping and
swimming), but Doom 64 is still definitely worth a look.
September 1997
DORAEMON
& UK release:
Unlikely
Just as its predecessors tried and failed to turn Mario into a
blue atomic cat, so too does the latest Doraemon game try to
bring a touch of feline magic to a Mario 64-like universe.
Sadly, things turn out to be slightly linear, slightly confusing
and all-too-tedious. Perhaps it's more suited to your younger
brother or sister.
THE GLORY OF ST ANDREWS
a Od NC
The N64's first golf game lacks any redeeming features
whatsoever. A ropey graphical engine — which induces a
quite overwhelming sense of 16-bit déja vd — along with an
only partially successful use of the analogue stick as a virtual
club, adds up to an experience as ugly to watch as it is to
play. A hugely disappointing golfing debut.
GO GO!! TROUBLEMAKERS
Men 8 i release: on
Strangely backward but enormously entertaining, Go Go!!
Troublemakers is an enigma that might not be solved even
when the game gets translated. There are bundles of levels
and a degree of imagination and innovation that companies
like Midway can surely only dream of. It's not going to
impress anyone with its graphical prowess, but sometimes
that kind of thing can take second place to the game itself.
45)
UK release: CH
| Midway | te Il
After their triumph with Doom 64 (all-new levels, brand new
textures) Midway bring Hexen to the N64 party. Sadly, the
game is exactly the same as its elderly PC mum, and the one
new element — the four-player split-screen deathmatch mode
— fails in Hexen’s resolutely single-player levels. It's still lots of
fun in a retro kind of way, but in the N64 world where Turok
reigns supreme, it's hard to recommend whole-heartedly.
UK release: So)
jHuman | © Wnersssr fal
Although never matching up to the high standards of the
PlayStation's F7 — inexcusable, really, when you consider the
extra power available to its programmers — Human Grand
Prix provides some throughly entertaining Formula 1 driving
thrills, with beautiful handling and a plethora of options.
Shame about the horrendous pop-up, though.
UK release: | [S S
| Konami | @ _toweenseofinh
Pe Rs
J-LEAGUE PERFECT STRIKER
te
Konami prove their footballing dominance with a magical 3
footballing sim, combining breathtaking animation, a plethora
of fantastic moves and some outrageous goals. Perfect Striker
is as close to The Beautiful Game as any computer rendition
has ever come. It has since become /SS64 for its UK release.
Goal Lazo, as some would no doubt say.
KING OF PRO BASEBALL
NG4
Porat?
The players are super-deformed and cute, which initially
proves tremendously entertaining. If you can fathom the
copious Japanese menus, that is. Eventually, though, the
too-slow runners and the super-skillful CPU opposition will
begin to get you down.
MAH JONG 64
[Koei | © eer"
Built around an imaginary mah jong university, Mah Jong 64 a er
is more of a beginner's guide to the game than previous ,
efforts. Unfortunately, with its heavy reliance on Japanese
text, unless you're already fairly profecient with the ancient
Japanese tile game you'll be completely lost with this. And
even if you do know how to play, is this kind of thing really
what you want to be doing with you N64? Well, is it?
MAH JONG MASTER
UK release: VF
| Konami | @ tmicy
If you've never played mah jong, this would be a very tough
way to learn, with its copious Japanese text. If you have,
though, it's a jolly good rendition, with a selection of
computer personalities to play against and some weird Japlish
intro screens.
cu-rvama 1%
BML FEWELE
CU-FAMRE
MULTI RACING CHAMPIONSHIP
. UK rel : VP
en ee
A case of nearly but not quite for Imagineer, whose Multi
Racing Championship is the first proper N64 driving game. The
steering mechanics make full use of the analogue stick, the
three tracks are well designed and the on and off-road sections
feel challengingly different to drive. However, with its lack of
graphical polish and the disappointing ease of its competitions,
MRC doesn't make the leap from Good to Excellent.
NBA HANGTIME WAR GODS
UK release: 2 _ UK release: L#
August ! | Midway | = Before Christmas N64
Technically it may be an excellent continuation of the NBA
Jam series, with huge (albeit 2D) players, great animation and
sheaves of special moves and secrets. It is, however, basketball
at the end of the day, and thus consists of running backwards
and forwards, endlessly scoring baskets. Until you fall asleep.
We'd rather play a decent football game.
Although it's the first proper 3D beat-'em-up, that's all War
Gods has really got going for it. Picture, if you will, 12 fatally-
clichéd characters, a distinct lack of moves, a shocking lack of
innovation, and a comedy voice-over by the incredible bass
man, and you'll have a fair impression of the overall under-
achievement that is War Gods. For beat-'em-up junkies only.
duplicates of star players by entering 0000 as your PIN, and
name of the player. (Try his first name, or first name + in
ati PRO BASEBALL 4
UK release: Y
[Konami | @ticy AL
No, we haven't forgotten the ‘6’. PPB4 is the fourth in
Konami's series of baseball games which started on the SNES
years ago. Despite the fact that the game went ballistic in
Japan, we don't rate it as highly as Imagineer's effort, King of |
Pro Baseball. The players are similarly ‘fat’, but the picture-in- |
picture system doesn't work that well and the game is 5
criminally difficult against the CPU.
STARFOX 64
UK release: y “apy
[Nintendo | @ Sonne” May
Lock up Shigeru Miyamoto, a rabbit, a team of Nintendo's
finest programmers, a fox, a toad, a small star system and a
falcon in a room for twelve months and Star Fox 64 is the
result. It's the shoot-'em-up the N64 has been waiting for,
pushing the machine to new limits of technical sophistication
and being immeasurably good fun into the bargain.
plete the game and at the title
s' heads ill follow the wanderin,
WAYNE GRETZKY'S 3D HOCKEY
midway ee al
Ice hockey arcade-style, with violent collisions, an absurdly
fast-moving puck and excellent 3D graphics. Wide-ranging
options allow you to play anything from rules-free three-a-
side in a reduced rink to a proper five-a-side simulation with
infractions a-plenty. There's not a great deal of subtlety here,
but the four-player game is tremendous.
relia PROJECT J2
UK release: 29-2)
Penix | © icy
You'll have to be either Japanese-speaking or very ‘special’ to
be able to get to grips with this weird adventure. And when
you do, it's not all that great. You've got to guide a robotic
girl through various ‘life’ situations with the overall aim of
helping her realise her dream of becoming a real person.
Which is, you know, nice.
Josette flies into a temper and won't co-operate, try: ee her back
| pudding. (Er, according to Wil.)
eee er UR OL a Cle
given English text and optimised for PAL
TV) are either distributed through THE
OT Cte lc Re ee
another games publisher with a base in
Pulm ne Me aes Um ec
OTe eum eR eR Ue UT
N64 SITES
Die Hard Game Fan www.gamefan.com/
Game Japan www.rcp.co.jp/recca/
N64.com www.n64.com/
Nintendo 64 Headquarters
www.n64hq.com/
Nintendo Australia
www.nintendo.com.au/
Nintendo Japan =www.nintendo.co.jp/
Nintendo USA www.nintendo.com/
Nintendojo —members.aol.com/peers2/
SOFTWARE COMPANY SITES
AND NUMBERS
Acclaim (0171) 344 5000
www.acclaim-jp.com/
www.acclaimnation.com/
(0181) 7429400
www.activision.com/
Argonaut www.argonaut.com/
ASCII www.asciient.com/
Atari Games www.atarigames.com/
Athena www.sega.co.jp/gamesoft/athena
Atlus www.atlus.com/
Blizzard www.blizzard.com/
BMG (0171) 973 0011
www.bmg.com/
Boss www.bossgame.com/
Bottom Up www.ifnet.or.jp/
Capcom Japan www.capcom.co.jp/
US www.capcoment.com/
Crystal Dynamics = www.crystald.com/
Data East www.dataeast.com/
DMA Design www.dma.co.uk/
Eidos (0181) 636 3000
www.eidosinteractive.com/
Electronic Arts (01753) 549442
www.ea.com/
Enix www.marinet.or.jp/com/enix/
Epic Megagames www.epicgames.com/
Epoch www. fjt.co.jp/
Gametek (01753) 854444
www.gametek.com/
Activision
CEO MUS CUe EDU m ricco
Imagineer has a lot of their games
distributed by Ocean in the UK.
alot ceee MS mel meen neler eb Le) nares
companies who have either released games
for Nintendo systems in the past or who
have N64 titles definitely in the pipeline.
Graphics School http://204.174.42.103
Gremlin (01142) 753423
www.gremlin.co.uk
GT (0171) 258 3791
www.gtinteractive.com/
GTE www.im.gte.com/
Hudsonsoft www.hudson.co.jp/
Human www.human.co.jp/
Imagineer www.imagineer.co.jp/
Infogrames (0171) 738 8199
Interplay (01628) 423666
www.interplay.com/
Japan System Supply wwwtitan.co.jp/jss/
Jvc (0171) 240 3121
Koei www.koei.co.jp/
Konami (01895) 585 3000
Japan www.konami.co.jp/
US www.konami.com
LucasArts www.lucasarts.com/
MicroProse www.microprose.com/
Midway www.midway.com/
Mindscape www.mindscape.com/
Namco Japan www.namco.co.jp/pacland/
US www.namco.com/
Ocean (0161) 832 6633
odon.com/ocean
www.paradigmsim.com
(0151) 282 3000
www.pysgnosis.com/
Rambus www.reambus.com/
Seta www.seta.co.jp/
Shiny www.shiny.com/
Squaresoft www.spin.ad.jp/square/
THE Games (01703) 653377
THQ (01372) 745 222
www.thq.com
Titus www.titusgames.com/
Ubi Soft (0181) 941 4004
www.ubisoft.com/
Vic Tokai www.victokai.com/
Video System www.dreamsquare.co.jp/
Williams —www.williamsentertainment.com/
Paradigm
Psygnosis
" Nintendo of Japan
Web site of the month www.nintendo.co.jp
Nintendo of Japan's web site is currently celebrating
its first birthday. And, as long as you're not expecting
too much in the way of the English language, there's
plenty here to keep you interested. All the latest
Nintendo screenshots are here along with a playable
version of the GB's Picross and, presumably, lots of
exciting text and. Now what's the use of learning
French in school, eh?
September 1997
INCYT (9
If the prospect of thinking up believable (and interesting) stories,
new N64 game seems like too much hard graft, there's a solution at
ANTIQUES
[NEY INVESTIGATES...
Michie
IN
aMizvoww
oO)
characters, settings and scenarios for your
hand: burrow into that 16-bit back catalogue...
-ODESHOW
JDVLIUIH VION “'SILYVDILSIANI
raiding the 16-bit past
id you realise that, of the
30 games reviewed by
N64 Magazine since we
started out, nearly half —
and many of the best — are 64-bit
refurbishments of Super Nintendo
and Game Boy games?
Why the fascination with re-
treading old territory? Well, basically,
with the SNES's and Game Boy's
limitations swept away by the
amazing Nintendo 64 hardware game
developers now have at their
fingertips, designers at last have the
chance to realise their original,
fantastic visions. Nintendo's ripest
gaming asset, Shigeru Miyamoto,
touched on this philosophy at the E3
show when he talked of Starfox 64
being everything that he and his
team wanted to put into Starfox's
SNES sequel but couldn't.
Of course, the down-side is that
not all these updates use the
by Tim Weaver
Nintendo 64 as fully as the likes of
Super Mario 64, Starfox 64 and
Wave Race 64. Indeed, frighteningly,
too many haven't. Midway's Mortal
Kombat Trilogy is sheer,
unadulterated laziness, FIFA 64 is
plain abysmal and Doom 64 and
Human Grand Prix, while fun, could
have appeared on any machine.
By and large, though, the
Nintendo 64 has benefitted
enormously from its SNES and Game
Boy heritage, and the fun that can be
had from the likes of Mario Kart 64
and Pilotwings 64 just goes to prove
how solid the original concepts were
in the first place.
But, if you thought that
re-visiting the Good Old Days™ was
stopping just there, you're wrong.
The sound of developers searching
through the backroom cardboard
boxes marked ‘SNES games’
31
GO!
has only just begun...
OR
September 1997 a
vi
=
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cA
ul
>
Zz
Most of the N64's best games so far have come from Nintendo
tut i eee ot Fa trl oe del kd
Miyamoto. And most, too, are the direct descendents of famous
Super Nintendo games. Nintendo have spent years building up a
library of Great Game Ideas, and a look back at the originals shows
just how lucky the N64 is to have such a fine heritage to call upon.
hile 1984 might have
been largely
forgettable — grey-
flecked trousers,
luminous socks and Bananarama saw
to that - there was one outstanding
moment: Super Mario Bros. on the
Nintendo Entertainment System.
Spilling from the head of a man
named Miyamoto, the very first
Mario game was a masterpiece of
ingenuity. Even for its time it didn’t
look that impressive but, it drew you
in and munched away at your days.
With spades of invention and that
finely tuned gameplay we've come to
love, Super Mario Bros, was, quite
Super Mario Kart
t was a brave old decision by
Nintendo to move away from
tried and tested platform land
into the hit-
and-miss world of =
driving games, but
the results were
quite marvellous.
Super Mario Kart -
in any right-
thinking person's
mind — was one of
the finest games on
the SNES. Fast,
The Super Mario series
simply, astounding, and as the years
went by it got bigger and better.
And then, with the arrival of the
SNES, Miyamoto was able to let his
imagination run rampant. With
bright, colourful, stylised graphics and
a huge non-linear map to explore,
Super Mario World was, and possibly
still is, the greatest platformer of the
pre-64-bit era. Nintendo were
criticized for not making a big
enough graphical leap between the
NES and SNES versions of Super
Mario, but the work they put into
the game's structural unpinnings
allowed them to blow everyone
away with Super Mario 64.
slick, bathed in glorious Mode 7 and,
most importantly, ludicrously
entertaining, it was still being played
in the N64 offices
up until a couple
of days ago.
Game Boy outing was
about as good as it got
for Wave Race and, sadly
for Nintendo, it smelt of
distinctly pungent seaweed. Yep, a
bit of a disaster for the Big N, this,
with water-racing looking more like a
blur of black and grey
cubes, and the
hyper-real surface-
skimming feeling
more like badly-
thought-out
controls. Oh dear.
ow nearly seven years old,
F-Zero was the game that
sold us on Mode 7.
Indeed, along with Mario
World it was one of the launch games
for the SNES. But, like its biggest fan,
Wil, it's aged surprisingly well, and its
punishingly difficult races still provide
liberal doses of bare-faced enjoyment.
The lack of a two-player
mm mode was the only
s criticism of the original
(but even
that's going
to be ey
redressed
for the
four-
player
F-Zero 64).
Legend Of Zelda
he adventures of Link were
spearheaded on the NES,
but the 16-bit Legend of
Zelda: A Link To The Past
was the defining moment for the
series. Boasting okayish visuals BUT a
gaming experience which just got
better and better as you
got further and further in,
Zelda Ill was nothing
short of stunning. The
sheer amount of stuff
crammed into the game
was fantastic, and the
fact that everything and
everyone involved had a
purpose was something
few developers have managed to
emulate. Much is, understandably,
expected from the N64 version that's
due late this year.
ike the N64 version,
Pilotwings was loved by
some and loathed by others,
but it was a perfect example
of Nintendo's continued invention. It
was a feat in itself
to make hang-
gliding and sky-
diving seem
enjoyable, but
with a terrific use
of Mode 7,
Nintendo easily
managed it.
Ithough Yoshi was
previously famous for
carting Mario about in
previous platforming
adventures, it wasn't until 1995's
Yoshi's Island that he really hit the
notoriety
button.
Looking a
little like
Super Mario
World -
albeit with a
sing the specially-designed
Super FX chip, Starfox was
the first SNES game to run
in full 3D and the results
were phenomenal. Some argued it
was nothing more than a linear
shoot-'em up. They plainly didn't
understand the importance of the
game. It had visuals two or three
years ahead of its time, and was
packed with stuff to uncover.
Descending through the clouds, you
could manoeuvre yourself around in
the air and the ground beneath you
rotated with superb results. Whatever
your opinion there's little doubting its
‘feel’ for flight was
sweat-poppingly real.
lick of paint - but differing in
structure with a more linear route
than SMW's spider-like layout, Yoshi's
Island was nonetheless a glorious
example of Nintendo's abilities. Like
all their best games it was
packed to bursting
with secrets and, it
wasn't so much
what was in it but
how everything was
put together with
the player in mind.
Nintendo spent years developing it in
conjunction with Argonaut here in
the UK, and even now the latest
32-bit machines struggle to better it.
64DD...
intendo's much-
discussed disc drive add-
on appears to be
scheduled for March next
year (or, alternatively, the year after
or some time late next century), with
a 64-bit Sim City one of the first
titles. Miyamoto himself is working
on the system construction and
editing, while the structure of
the game is expected to be
similar to the original's (where
one of the pre-set cities had a
giant Bowser attacking,
Godzilla-like). There's Maxis’s
and Imagineer's N64 versions
of the game to compete with,
but, knowing Nintendo, this is going to be the Sim City game to watch.
Around the same time, expect Pocket Monsters 64 (detailed in Wil's RPG
News last month), an update of the astronomically successful Game Boy title.
The idea of the game is to battle, capture and train up monsters, Tamagotchi-
style, in competition with a friend, whose Game Boy can be linked up to yours.
2.5 million copies of the game have found their way into Japanese homes, but
the idea was decided to be too alien to
American and European audiences, which
probably explains why Miyamoto hinted the
64-bit version might not make it out of his
home country.
More certain of appealing to Western
audiences is Super Mario RPG 2. Little is known
about it - and what is known is detailed in our
RPG special, this month — but the original
heralded a new line in user-friendly role-playing,
with first-timers as comfortable in its presence as crusty old genre specialists.
Mario Paint will also be given a radical going-over before it debuts on disc.
We'd wager it'll be something along the lines of Software Creation's Creator,
where you can deal in wireframes and proper paint packages. One
thing's for sure, though, it'll have to be a great deal more convincing
than the awesomely tedious original.
20az JAN
RT) '* |e
GO!
GO!
Ui
IDVLIYVIH VIN “'SALYVDILSIANI
September 1997 (93
IN
YI INVESTIGATES...
6
MAGAZINE
Everyone e
& | fe
Sse is doing
Nintendo aren't the only ones furiously rummaging through their back
catalogues for great ideas to base N64 games on. There're dozens of
third-party developers trying their hand at a bit of 64-bit magic...
CESSES SRE EONNEY ( Donkey Kong Country ) Country Seem)
KC sold millions - turning
Rare from bus catchers
into Rolls Royce owners —
but began to feel a little
tiresome by its third outing.
However, the N64 version (to
debut on the 64DD as Ultra Donkey
Kong) will no doubt prove massively
more enjoyable given the freedom of
3D worlds and some polygonal
magic. Not to be confused with
Banjo-Kazooie, which looks
completely different. Obviously.
Mission:
Impossible
h, well, we're lying, really.
Sort of. Back in April
1992, Konami released a
Mission: Impossible game
for the NES based on the TV series,
but the November-scheduled N64
version from Ocean is in no way a
follow-on. The Konami game was
an enjoyable enough adventure,
though, with a smart use of puzzles.
Fact monsters, we are.
Gi / 4/5)
Clayfighter
Interplay's tongue-in-cheek
Clay Fighter double never quite
found its feet on the SNES,
with serious contenders Mortal
Kombat and Killer Instinct taking
most of the plaudits. But, with the
N64 still lacking a top-notch fighter,
Clay Fighter 33 1/3 has the perfect
chance to impress. And preview
versions in America looked jolly
good.
#4 INOW...
nown as Legend of the
Mystical Ninja in
America and Europe,
Goemon was one of
Konami's finest SNES games.
Marrying RPG, action and
platforming elements, its simple
structure defied its intricate design.
The N64 version promises great
things, even if American and
European audiences seem likely to
lose out at the moment.
r Earthbound, to give it
its American monicker.
The SNES original had a
slightly dodgy combat
system and crude visuals, but
immersed the player totally in its
forever-unravelling storyline.
(Castlevania )
un-merchant Simon Belmont
took centre stage as the
stake-wielding, vampire-
slaughtering hero of
Castlevania, and it's likely that either
he or some of his immediate family
will again in the 64-bit take. The
original was one of very loveliest
platformers on the SNES and, in
Konami's expert hands, will no doubt
prove as thoroughly superb on
Nintendo's follow-up machine.
On the N64, the third in the
series already looks wondrous,
whetting the appetites of RPG-
watchers everywhere.
Bomberman
omberman has, of course,
fireballed its way across
most formats, but the
SNES games were superbly
done. Hudson's gift for producing
simple yet mind-blowingly playable
titles has never deserted them, and
Bomberman 64 (out at the end of
the year) looks to be more of the
same, albeit with a much-improved
one-player mode. Exciting stuff.
Earthworm Jim
he mighty EJ twosome were
fine, fine games, if slightly
frightening examples of what
wanders freely through
Shiny's minds. The third, N64-based
game is currently being developed by
VIS here in the UK.
it too
Excitement Rating
We've come up with a scientific rating for each
game based on how good the original was and
how good the N64 version looks from what
we've seen of it. And If we haven't seen
anything of it, we've taken a wild guess, like.
a: >
Not only but
also...
nd as if all that wasn’t
enough, expect Turrican
64 some time in the
future from the game's
SNES developers, Factor 5. The
original was published by German
company Blue Byte, but the N64
version will probably be picked up by
a bigger publisher, given the series’
cult(ish) status. If, that is, it proves to
be any good.
Due rather sooner is Gametek’s
reworking of America's favourite game
shows, Wheel of Fortune and
Jeopardy. The show's presenters,
Vanna White and Alex Tribeck, have
lent their star-spangled names to
proceedings, and with Jeopardy
featuring the first ever cart-based FMV
and both boasting the kind of virtual
sets you could previously only dream
of, you can rest assured both titles will
deliver. (Note: This
is Sarcasm.)
Acclaim will be
transferring their
non-hit, Frank
Thomas Big Hurt
Baseball, from the
SNES to the N64
some time late this
year as well. After
Konami and
Imagineer's efforts
failed to rustle our
ball-playing
muscle, it's little
wonder we're not
having trouble
sleeping. But Nintendo's Ken Griffey
looks all right (for a baseball game),
and with Acclaim currently going
through a bit of a revival, it could yet
prove to be grinsome.
Imagineer will also be turning
SNES
game
Sim City
2000
into an
N64
title. The
original was —
i
i
dare we say — better than Nintendo's
Sim City (although there were a couple
of years in between the two), so we
suspect the follow-up should pack a
fair punch. However, coming up
PUREED eal ee)
PS Les }
at
against Nintendo's own
developers has never done
third-party programmers a lot
of good.
And, finally, here's a bit of
trivia: Did you know that the
N64-bound and still-not-as-
yet properly revealed Buggie
Boogie from Angel and
Nintendo is actually a next-
gen refurbishment of
Nintendo's very own Super-
FX-chip-based Stunt Race FX?
Or possibly, anyway. The resemblance
between the two games is certainly
becoming more and more uncanny as
newer shots of Buggie Boogie
slip out. We shall, as they say,
see in due course...
NOW SHOWING...
Already available in your local corner shop...
Stee ed tae toa
The finest football game on the planet (and that includes arcades),
extracted from /SS and /SS Deluxe before it on the SNES.
le}
Yearly doses on the SNES were fairly successful, while the N64 version
got the severe shoeing it deserved. The series is currently under some
major re-development.
Mortal Kombat Trilogy
Every one of the four MK games released on the SNES were adored.
MKT on the '64, though, is complete and utter rubbish.
BUC hs
The original was an enjoyable racer with some flaws, and the N64
version is much the same. Ubi Soft are ‘reworking’ it for a European
release as F7 Pole Position, which we'll review next month.
erry
Probably the most successful game of all time impressed on the SNES
and on the N64. But the latter version was a little short of Turok.
Pelee Ci)
Sub-standard Mario clone with blue atomic cat as centrepiece. Its
SNES and then N64 adventures were all greeted with a lukewarm
reception. Rightly.
Wonder Project J2
‘Kooky’ (and slightly dull) offering where young robotic girl needs
caring for. Always has been — and, hopefully, always will be - a
Japanese-only release.
IN
amizwoww
xo)
JPVLIUVIH VIN ““SILVODLLSIANI
GO! ©
Oo!
September 1997 95
IN
YI INVESTIGATES...
6
MAGAEING
es Issue 6
Place your bets
Which other gaming greats from the history of Nintendo would
make good N64 games? Which might already be in the pipeline?
The N64 Magazine Betting Shop is open for business.
Firmish, though attacks from foreign
powers may churn it up a bit.
Sid Meier's superb god sim has graced
just about every system to date —
including, successfully, the SNES — so a
64-bit version isn't completely out of
the question. But with three Sim City
games currently under construction
(from Nintendo, Maxis and Imagineer),
the strategy genre is fast filling up.
Wait for the 64DD. Then we'll see...
Good to firm, with Ryu shouting,
“Hoooyaanaaaaaa!” quite a lot.
Capcom are currently working on a
puzzle game, so their N64
development is pleasantly
under way. And with the
Street Fighter series still
highly rated, it would be a
fool who discards all talk of
such a game.
The smart money is on a
All the way to the final. Providing
you're not British.
A 64-bit working of Nintendo's gem
of a tennis sim, Super Tennis, with
/SS64-like motion captured players?
Mmm, yes please.
A good outside bet, this. Nintendo
are currently storming through their
back catalogue, and a sports game
would make a pleasant diversion
from all things plumber- and animal-
related.
conversion of
current arcade 3D
fighting favourite,
Street Fighter EX+,
which would be
very nice indeed.
Uneven, as a recent smart bomb
took out twelve tonnes of masonry.
Konami's awesome platform-blaster-
thing — complete with screen-filling
bosses — is positively crying out for
some N64-based tweakage and, as
an example of the genre, classy
gun-toters don't come much better.
Wait for Castlevania 64. If that finds
positive reviews then Probotector 64
could start to take shape.
Blasted to bits.
Again Nintendo waved their hefty
magic wand and produced a sizzler
of a platform-shooter. With more
atmosphere than Russ Abbott's
favourite party and inspired level
design it was a corker. And that was
on the SNES. Just imagine what 64-
bits could do with the concept.
We'll wager it'll make an
appearance. But with Nintendo
making sure every one of their
games positively oozes quality (even
if that means - sigh - waiting
anything up to six months extra for
it), you can rest assured that
Metroid 64 won't be
appearing for a good
couple of years.
Difficult to tell.
A strange old mix of a game that
refused to be categorised,
Actraiser was Enix's very finest
SNESular moment. A combination
of platform slash-'em-up and god
sim, it was entertainment of the
very highest variety. A touch of
64-related sorcery, then, would
most certainly not go amiss.
Small but perfectly formed.
Unlikely. Although Enix have Once the staple diet of every
already dipped their toes into the would-be footballer's software
N64's crystal-clear waters with last collection, Sensi — the affectionate
issue's Go Go!! Troublemakers term for it - was the most glorious
and, prior to that, (yawn) Wonder soccer game of all time. With
Project J2. fluid, forward-flowing
a movement and the most
SE ae ed fantastic goals imaginable, it
sadly lost itself some time
after /SS appeared on the
scene. Still, Sensi has etched
itself into the annals of
gaming history.
Of course, it would
help if
Sensible were
actually doing
anything these
days...
Pitfighter 64
No special moves and only three playable characters. Good
basis for a fighting game.
Tintin in Tibet 64
The world's most boring character in the world's most boring
place. Nice premise.
George Forman’s KO Boxing 64
A game about a 40-year old boxer with no hair, rolls of fat and
a fanbase consisting of his Mum. And hamster.
Pacific Theatre of Operations 64
The missions involve sailing a ship across the Pacific, having it
blown up, then dying. As you leap from your local suspension
bridge, the futility of war is expertly recreated.
American Gladiators 64
As if Gladiators wasn't bad enough, now they're American.
Robocop versus Terminator
You have twenty seconds to comply. Etc.
Beavis and Butthead 64
“Heh, heh, heh, heh, heh, Beavis!”
“Cool, Butthead. Heh, heh, heh, heh, heh, heh, heh.”
BANG!
Rise of the Robots 64
Brian May does the guitar music. Robots fight. To the death.
Or something.
Jeopardy 64
Ele.
Wheel of Fortune 64
Oh dear.
Ten SNES-based N64 games that should NEVER appear:
IN
eNiEvoVWw
V9
JDVLIUNIH VIN “'SILYVDILSIANI
September 1997 a
As the Formula 1 season reaches its exciting climax,
Ubi Soft open their garage door and roll out their first,
gleaming Nintendo 64 game. F7 Pole Position
promises an official F1 licence (so no more H Dill, with
any luck) and cheek-flapping speed. But will it actually
be any better than Human Grand Prix? Read and the
next issue of N64 Magazine and find out!
PLUS!
NEW GAMES
FROM AROUND
THE WORLD
After a quiet couple of months things are really getting
moving in Japan and America. And to prove it, next
month we'll have reviews of: Konami's Ganbare
Goemon, the first RPG for the N64; American puzzler
Tetrisphere; and Hudson's Power League 64. And if you're extra-
K-» specially lucky, Wil might put together an exciting confrontation
E>) _ between two new mah jong games!
JAPANESE READING
N64 Magazine is, of course, the
finest Nintendo 64 magazine
available anywhere in the world.
But what do they read in Japan,
ar LA birthplace of the N64? Max Everingham
SHORT CUTS IN elbows his way into a Tokyo newsagent
NTT , oo
; MARIO KART
Stick to the beaten track and you'll CHAMPIONSHIP STAGE 3
never win. Cheat, however, and you The excitement builds as we print the
can shave minutes off your times. results of Stage 2 and invite your entries
Ae for Stage 3. Who will be crowned Europe's
oT Calm cola cm mm alelv (el aa} fastest Mario Karter?
oC Mela meme 9) ome Ue) The! ds a:
that'll let you do three laps in under e latest pictures e newest games, pages
pap esd 3 BANDE ins pages'of handy tips, and, almost literally,
tonnes of other invaluable stuffi
PU so oa)
PN iiate meter
crt aig) 90
Ask FuYo Sa EWG
Back Issues Fe]
Toye ete oe ko ea
Charts Pe
fel) ty) 80
fei let ey
ila 28
Directory 86
Dream On... 81
eT mum
Look 10
Ear to the Ground 22
ate meme Ut
Brot Uy a
Fire Emblem 64 news 36
Forsaken preview yh
Game Adaptor V3
UY 16
Game Japan pr
Ganbare Goemon 5
ele EH)
Holy Magic Century
eye 32
How to... Get those
CUS lta fae
etd By}
How to... work out what
your choice of Mario
Dele M tear eae
about you 68
Hybrid eWay
I'm the best!
iste lag
Lamborghini Challenge
ey
Legend of Zelda 64
Pele
Madden 64 Preview
DUE TCM eld
Championship
uae
at epee
Ete m urd
TW Ua la
Ogre Battle 64 news
Planet 64
dele Cee)
et mud
ea oe ed
Release List
Retroworld
Rev Limit Future Look
San Francisco Rush
TUT
Shindou Super
Mario 64 review
Shindou Wave Race 64
ia 50
Silicon Valley Future Look 6
Te eee
Sock Touch review
Starfox US review
Subscriptions
Super Mario RPG2 news
Tips Extra
Turok 2 preview
V3 Racing Wheel review
Wayne Gretzky's 3D
Hockey review
Wayne Gretzky tips
em coe
Wild Choppers preview
MARIO KART 64 ISS 64 WAVE RACE 64 KILLER INSTINCT GOLD SUPER MARIO 64
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PRIMAL RAGE 27.99 ...Save £32 WATERWORLD 15.99 Save £4 | | variations of 4 classic games, including Tetris
SPIROU ... 1 24.99 ...Save £15 WAVE RACE... sigetenaeindet 99 and Pole Position style games
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FROM ONLY ur £199.99
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GREATEST DEAL 2
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"SONY 14” KV-14Ml
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a8
{ 7 OPFICIALSD CONTROLLER FOR Nes © Mmmaubaaiae
pM es 26.99
@ sc ANALOGUE AND DIGITAL CONTROL, 6 ACTION BUTTONS
TRIG
NINTENDO 64 SYSTEM, 2 CONTROLLERS, 6 GAME CARTRIDGES
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shops for you to try NOW, including the fabulous
Star Fox 64. See base of ad for shop locations.
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Road, Stapleford - 2 miles from J25 on the M1.
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INIZVIVW
] SEPTEMBER 1997
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5003 PUBLISHING
367°59
MAGAZINE
“FOR NINTENDO 64 FANS El
WE’ ARE A’ SMALL GROUP OF PEOPLE DEDICATED /TO/PRESERVING /A’ PART
OF/CLASSIC GAMING ‘THAT SEEMS TO BE/OVERLOOKED MOST /OF/ THE TIME.
NAMELY) CLASSIC VIDEO GAME MAGAZINES.
OUR GOAL IS TO PRESERVE THESE MAGAZINES BY RESTORING
AND DIGITIZING, THEM BEFORE THEY /ARE LOST FOREVER.
BESIDES LETTING PEOPLE ENJOY SELECT ARTICLES DIRECTLY ON THE’ SITE,
WE ALSO CREATE CBZ FILES AS THE ONE YOU ARE LOOKING AT RIGHT NOW,
WHICH FEATURE THE COMPLETE MAGAZINES FROM START /TO FINISH.
THIS GIVE US THE BENEFIT OF CREATING MUCH HIGHER RESOLUTION VERSIONS
THAN WHAT IS FEASIBLE ON A WEBSITE.
THIS WAY, ANYONE WHO IS BUT A MOUSE-CLICK AWAY WILL BE ABLE
TO ENJOY THESE CLASSIC MAGAZINES ONCE MORE.
WE DO HOWEVER ONLY SEEK OUT MAGAZINES WHICH ARE PUBLISHED PRIOR
TO THE YEAR 2000, UNLESS PERMISSION HAS BEEN GRANTED BY THE PUBLISHER
IN QUESTION TO DO OTHERWISE.
] z THE ONLY EXCEPTIONS TO THIS RULE ARE DREAMCAST EXCLUSIVE MAGAZINES,
ear) DUE TO THE NATURE AND CIRCUMSTANCES SURROUNDING THE SYSTEM,
SERS AS WELL AS NINTENDO 64 EXCLUSIVE MAGAZINES.
, REPRINTS AND RE-ISSUED CLASSIC MAGAZINES IN ANY SHAPE OR FORM
(DIGITAL. VERSIONS INCLUDED) WILL BE TREATED LIKE NEWER MAGAZINES,
WHICH MEANS WE WON'T BE SCANNING OR DISTRIBUTING THEM.
THE REASON FOR RESTRICTING OURSELVES TO MAGAZINES PUBLISHED
BEFORE A,/CERTAIN DATE, IS TO/GIVE PUBLISHERS ENOUGH BREATHING ROOM
TO/SELL REPRINTS OR DIGITAL VERSIONS /OF/ THEIR /OLD MAGAZINES
IF/ THEY, WISH TO DO,/SO.
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