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SEPTEMBER 1997 
rcs £2.95 







4 oa : C ta 
@ZELDAG64. © 
Roe yi. =| eee 

Po Na ee ah 
*)GOEMONS5 = 
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IU CIS TOME BiprewonUP mA CCrSSOlNeS ale re ADIomiaNeaGingaAnies Stoleor 
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ICIECIEG 








BAGAZINGE 


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, | 
ME Cee te) Lem aT el Og 
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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. 

































Out soon: [\W 7] ire at em ee 
A B es ~ : ; ee oder ine in this 
Ly at 5 Game Bloke. However e. ; = a sine 
Vy -by-no- first carte i“ 
Wars sels in 1979, the toy company: 


MB-ventured intothe games - 
| 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——- 










everything, so there’s nothing we =shaped, and you'd need pretty weird — ~~ _- minute they'start jumping-in threes;ani ‘ ea 
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 






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<] In the old days ‘Wild 
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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 
Asada ele) 
ae 





Cy Nha 


The latest information on every Nintendo 64 game 
currently in development world-wide, updated monthly. 














SMIIAIUd V9 LINV 1d 





























































































= J 
eae ee ee er ees —_itlitteE:.©) Eager Waiting 
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 : 
Tetrisphere H20 Us [Rebel Moon Rising | Midway | = US/UK 
GoldenEye 007 Nintendo JPN JPN MTom <1 
Us US f Zelda 64 
US Ocean US/UK whilst eee 
at UK [SuperReallsland | Seta [= JPN tt) 
Iss64 Konami Us | Super Robot Spirits | Banpresto [7 = | JPN bol ets 
W Gretzky's 3D Hocke: GT/Midwa UK JPN a 
~__[INBA Hangtime UK US 
ea Ultra Combat GT ieee] US : 
1 [Ken Griffe Jr Baseball Nintendo US Wet Corpse Vic Tokai [ar es JPN GoldenEye 7 
16 | Clay Fighter 63 1/3 Interplay US US : - 
zB Tarbotshint 6 64 Titus US JPN ites ol 
26 [Bomberman 64 Hudson JPN World Championship Wrestling] THQ US (August in 
J League Dynamite Soccer JPN XSW-1 Video Sys [Pee JPN Japan/US) 
Aero Gauge JPN Yoshi's Island 64 Nintendo ACT JPN/US a 
ED | Ubi Soft US |3-D Shooting* | Video Sys [= JPN 
Robotron X Williams SHT US [ee ess 
Ee early Centipede X Midwa} SHT US 
J-League 11 Beat 1997 JPN int{ Conker’s Quest | Rare | ACT US/UK/JPN A 
Multi-Racing Championship | Ocean UK int] NHL Breakaway ‘98 | Acclaim | SPT | Us Nintendo 
Starfox 64 Nintendo UK US LEER LY 
ET Us > 
64 Ozumo Bottom Up JPN Jurassic Park 2 Dreamworks [| =] Us 
Chameleon Twist JSS JPN Legend of Zelda 64 Nintendo US/UK 
Final Doom 2 GT US JAP lets ete 
GoldenEye 007 Nintendo UK JPN 
Joust_X Midwa US JAP 64 
US US/UK UL 
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Biofreaks Midway eee US | Quest for Camelot [Titus | = US tT 
Hyper Olympics Konami SPT JPN Sim City 64 JAP. 
Sim Copter US 
aoe = gineer FGT JPN Super 
sum| F1 Pole Position Ubi Soft RAC US JAP PETC) 
sum| Flying Dragon Fist Twin | Culture 8. [= [FCT [_ RPG 2 
sum| Holy Magic Century Eltale JPN JPN/US/UK 
sum} Mission: Impossible US/UK/JPN JPN Aside 
sum| Reason | magineer_—s| = [JPN TPN F Fogel coc hace Si chon 
aut. Us JPN/US/UK ers 
aut[ExtremeG | Acclaim [7 = Ts JPN 
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 
Blade & Barrel JPN US 
__| Body Harvest US JPN 
Dead Ahead JPN US/UK Banjo-K. 
Dual Heroes JPN JPN/US/UK Nintendo 
F Thomas ‘Big Hurt’ Baseball US JPN/US/UK ic 
Final Round 64 JPN [Tonic Trouble | Ubi Soft [= US 
Flight Simulator™ JPN Us A 
Golf JPN US/UK 
Human Wrestling JPN US 
Ikazuchi no Goto Ku JPN US 
Jeopard US * working title 
[Lamborghini 64 Titus RAC US/UK KEY ba 
Legend of Zelda 64 Ninten Nintendo 
aainmer ek TH | Las] action [7 Troussavnc came] | simucarion_| PN 
—TMace: The Dark Age AtariF GT US | <p] FIGHTING Game | 5 5 | SPORT RACING gE 
MK Mythologies: Sub Zero_[ Midway FGT US || stratecy |) ).- | BOARD GAME MISCELLANEOUS 
TOP 5 SJZZ|ToP 5 TOP 5 TOP 5 ,.© 
IN THE UK Zale | IN JAPAN IN THE USA IMPORTS 
Source: ChartTrack 
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>} STARFOX 64 MARIO KART 64 De SOU DLCAMAKERS aa 
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y- SUPER MARIO 64 POWER PRO BASEBALL 4 ace DOOM 64 a 
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TUROK: DINOSAUR BLAST CORPS HEXEN BLAST CORPS bd 


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. 





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somes ere TOCA. I 


Cheques payable to 'Gameplay’. I 


Prices correct at time of going to press. E & OE I 





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SWITCH ONLY 


Issue No. [_]{_| eR y 


*YOUR STATUTORY RIGHTS ARE NOT AFFECTED 


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 
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mi 
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mi 
4 
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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! 


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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 
& 


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My wife has 





a swollen hat 






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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 
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mgPRESS TTT) BIE 
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GO! rT) 
The 76ers GO! 





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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: 
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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 
€) SCOTTIE PIPPEN 
PO a 1d 


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 
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> 
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) 


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Overs tt 


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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 ~ 








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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 


- 


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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 


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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 


As you'll have realised by now, N64 Magazine 
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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 
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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 
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“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 
= 
< 
~ 
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 
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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 






































































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34.99 


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DIRECTIONAL CONTROLS, INTER-CHANGEABLE JOYSTICK 
AUTO-FIRE. SLOW MOTION AND MEMORY CARD SLOT 





ANALOGUE JovsTICK TI @ ) i 
CONTROLLER, AUTO-FIRE, SLOW a. 
MOTION AND MEMORY CARD SLOT 
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 


PAIR OF EXTENDER CABLES FOR N64 

PACK OF FOUR EXTENDER CABLES FOR N64 
TO EXTEND CONTROLLERS BY AN ADDITIONAL 1.5 METRES EACH 
HIFI AUDIO LEAD - N64 TO STEREO 

TV LEAD FOR N64 TO SVHS TV 

SCART LEAD - N64 TO SCART TV 





MEMORY CARD SLOT 


COLOURED OFFICIAL 3D 
CONTROLLER FOR N66 ... 27.99 
ANALOGUE AND DIGITAL CONTROL. 
6 ACTION BUTTONS, 2 SHOULDER BUTTONS, MOUNTED 
iGER BUTTON AND MEMORY CARD SLOT. AVAILABLE IN 
RED, GREEN, YELLOW, BLACK, BLUE OR WHITE 


TOP GEAR PRO ... 64.99 
FULLY FUNCTIONAL STEERING WHEEL 









SHIFT, LCD CONTROL PANEL. DYNAMIC RESOLUTION 


MEMORY CARD SLOT 
NINTENDO 64 DELUXE 
CARRY CASE ... 25.99 
ADJUSTABLE SHOULDER STRAP AND CARRY 
HANDLE WITH THE CAPACITY TO STORE THE 


AND 6 MEMORY CARDS. OFFICIAL NINTENDO PRODUCT 
LEADS 


13.49 
23.99 


MEMORY CARDS 


OFFICIAL NINTENDO MEMORY CARD FOR N64 (256K) 
256K (12 SLOTS) MEMORY CARD FOR N64 
1 MB (48 SLOTS) MEMORY CARD FOR N64 


NOTTINGHAM GRAND 
OPENING SEPT 13TH 


164 Derby Road, Stapleford, Nottingham 
V Pre-release games to try v Free gifts 


v Competitions Y Special attractions 


» Feel free to come along for a fun day out for all the family 


2 SHOULDER BUTTONS, MOUNTED TRIGGER BUTTON AND 





WITH BRAKE AND ACCELERATOR PEDALS, PROGRAMMABLE 
BUTTONS, 8 BUTTON CONTROL, D-SHAPED WHEEL, STICK 


CORNERING, SELF CENTRING WITH THROTTLE HOLD AND 









9.99 
9.99 
9.99 


14.99 
9.99 

















1. Pre-Release N64 games at all our 


shops for you to try NOW, including the fabulous 
Star Fox 64. See base of ad for shop locations. 


2. New 3000ft Nottingham Shop 
Grand Opening September 13th with free gifts, 
competitions, attractions and more. 164 Derby 
Road, Stapleford - 2 miles from J25 on the M1. 
3. FREE Virtual Pet atest craze worth £14.99 @ 
with every full Special Reserve Membership (£6.00) if you 
buy any one item from our range. 17 other gifts available, some shown below. 
4. FREE Edge Magazine worth £3.50 to all full members joining for the 
first time. The future of interactive entertainment, sent to you a few weeks after joining. 


5. FREE Book of 1001 cheats to all full members. 


6. Total Satisfaction Guaranteed or ALL your money back. We'll 
even collect items over £60 from your door free of charge if you are not satisfied. 


FULL MEMBERSHIP JUST £6.00 INCLUDING 


Ten Special Reserve Colour Magazines per year, featuring our 
huge catalogue of discount products, reviews, news and amazing competitions. 


To join - just phone 01279 600204 or post the order form below. / 
Add £6.00 for FULL MEMBERSHIP (1 year) and state your choice of gift if you buy 
any item as you join. You will automatically receive your EDGE Magazine, 
CHEATS Book and CLUB Magazines. OR take a TRIAL MEMBERSHIP for just 
50p. There is absolutely no obligation to buy anything. 


CHOOSE YOUR FREE GIFT 


(other gifts are listed in the Club Magazine - or just ask) 


Full size 82 panel stitched PVC coated 
football, size 5. With free inflator. 


Or FAX YOUR ORDER ON 01279 726842 - We'LL FAX BACK TO CONFIRM 
OPEN 
Trial Members receive one issue of the club magazine. Valid for one order. 


ANNUAL MEMBERSHIP FEES UK £6.00 EC £9.00 WORLD £12.00 
Members receive ten issues of the colour club magazine per year, a free copy 

















































or FREE Personal 
| Stereo and Padded Case 


Personal stereo casette player with 
headphones and padded case with 
space for tapes and accessories. 


or FREE 
Blockbusting Movie 


Choose from The Running Man, 
Cliffhanger, Batman Returns. 
The Guyver 1 or Four Weddings 
and a Funeral 


OFFERS SUBJECT TO STOCK 
OTHER OFFERS AVAILABLE 










































Special Reserve 


01279 600204 





9.30AM 


We only supply members but you can order as you join 


Trial Membership only 50p 


4 TO 8PM (MoN-SaT) 10AM TO 5PM (SUN & BANK HOLiDAys) 









Annual Membership (UK) £6.00 








Cheats and a choice FREE gift ae yee buy any item | 
in. There i is no obligation to buy an . 
‘and MOST UK main 
















Enter membership number (if applicable) or 
NEW MEMBERSHIP FEE (ANNUAL UK £6.00) 


item 












Machine. 

















item 








item 





We GUARANTEE TOTAL SATISFACTION! Inevitably some products listed may 
not yet be available. Please phone to check availability. Prices may change 


For OPTIONAL first class post add 5Op per item 
For OPTIONAL fast delivery on hardware add £3.00 


ALL PRICES INCLUDE UK POSTAGE & VAT £ 
Cheque/P.O./Mastercard/Creditcharge/Switch/Visa_ | 





+ 








Lo 


IRCHARGE £2.00 PER ITEM - CREDIT CARD ONLY 
Cheques payable to 


Special Reserve at 
PO Box 847, Harlow, M21 9PH 
We are mainly mail order but we also have 

Four impressive 
} Special Reserve Shops 


0 (A38) CHELMSFORD, Essex 
K SAVE 

















“Ot 245 348777 
2h v = 
0115 949 1000 Opens SEPT ASM: 

without prior notification. SAVE = Saving off full recommended price. 


Sent to press 23.7.97 Errors & Ommisions Excluded. 
Inter-Mediates Ltd, The Maltings, Sawbridgeworth, Herts CM21 9PG 


INIZVIVW 





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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. 

THESE’ ARE HARD ENOUGH TIMES /AS IT /IS/FOR’PRINT/ AND/ THE /LAST//THING 
WE’ WOULD WANT, ISTO /DO'IS HAVE’ ANY/KIND/ OF NEGATIVE EFFECT/ON THEM. 
WE’ SEEK OUT TO WORK’ WITH PUBLISHERS’ AND/ ARE’ ALWAYS LOOKING /TO 
SEEK /APPROVAL TO DIGITIZE,/ RESTORE /AND RE-DISTRIBUTE /THEIR WORKS 

IN/ WHATEVER WAY, THEY, SEE FIT. (PUBLICLY /OR WITH SILENT /APPROVAL) 


WE HAVE /NO INTENT /NOR DESIRE / TO’ PROFIT) FROM / THESE’ DIGITAL’ MAGAZINES 
IN’ ANY /WAY,)/SHAPE,/OR FORM.’ NOR/DO/WE’ HAVE ANY/DESIRE ,TO/FINANCIALLY 
HARM ‘ANY PUBLISHER, EDITOR, /WRITER/OR PERSON / INVOLVED IN CREATING 
THESE,,/OR ANY /OTHER’ MAGAZINES FOR/THAT/ MATTER. 

WE/ARE’NOT HERE /TO/DO HARM,’ BUT//TO; HELP /PROTECT/ THEIR /LEGACY. 

THAT /IS/WHY / THE /PRE-2000 DATE/IS/IN/ PLACE: 

TO/PROTECT,/THEIR/ BUSINESS /AND ' LIVELY-HOOD,/AND /TO/MAKE’ SURE /THAT/ WE 
WILL: /BE/ABLE’TO KEEP/ ENJOYING NEW /MAGAZINES’ FOR MANY/YEARS /TO/COME, 
WHILE /AT//THE’ SAME /TIME/ ENJOY THEIR’ BACK /CATALOGUE. 


WE’) WOULD LIKE /TO THANK’ EVERYONE /WHO/MAKES THIS’ PROJECT POSSIBLE. 
FROM /THE’ ORIGINAL’, WRITERS,’ EDITORS’ AND/ PUBLISHERS,’ TO/ THE /CURRENT, 
COPYRIGHT /OWNERS AND ‘EVERYONE /INVOLVED | IN /ACQUIRING,’ DIGITIZING, 
RESTORING, /PRESERVING /AND DISTRIBUTING / THESE’ MAGAZINES. 


ONE ,L-AST/ THING: 

IF/YOU/COME/ACROSS’/ANYONE /TRYING /TO/ SELL’/ ANY, OF / THESE’ DIGITAL 
MAGAZINES,’ OR/PROFIT/FROM /THEM IN /ANY/WAY,/SHAPE/OR FORM, 
PLEASE DO/NOT, SUPPORT//THEM! 


THANK’ YOU! 


Max-Rez 


Version 
(2560 pixels) 





YOU ARE / VIEWING |THE /)"MAX—REZ” / VERSION OF//THIS ISSUE’ RIGHT/NOW. 
THIS/ VERSION IS’ CREATED FOR OPTIMAL VIEWING, ON LARGE’ DISPLAYS. 
IF/ YOU /ARE/LOOKING FOR’ A/ SMALLER RESOLUTION VERSION OFTHIS ISSUE, 
FOR USE ON A TABLET OR EVEN AN IPOD OR IPHONE, 

BE SURE TO CHECK THE MAGAZINE CATALOGUE ON OUR SITE. 








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