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N64 Magazine V1 is the 1st issue of the N64 Magazine released on April 1997. The magazine cover features Mario from Super Mario 64.
Future Look[]
Star Fox 64[]
The Legend of Zelda 64[]
Blast Corps[]
Planet 64[]
N64 selling like hot cakes[]
Japan 'a bit quiet'[]
Even Bigger Games[]
This article give info on the upcoming Nintendo 64 add-on Nintendo 64DD.
America 'frenzied[]
It's...The N64 Video[]
Short Cuts[]
The Alternative[]
Nonsense of the Month[]
Take the Lead[]
TV Adaptors[]
Mad Granny[]
Coming Soon[]
This section of the magazine show games that in development that close be release in the UK.
Rev Limit[]
Multi-Racing Championship[]
Top Gear Rally[]
FIFA 64[]
Dynamite Soccer[]
Yoshi's Island 64[]
Creation[]
San Francisco Rush[]
Go Go!! Troublemakers[]
Silicon Valley[]
Sonic Wings Assault[]
Wild Choppers[]
Blade and Barrel[]
Robotech: Crystal Dreams[]
Dark Rift[]
Dual Heroes[]
Mission: Impossible[]
RPG News[]
Mother 3[]
Crystal Stories[]
And More...[]
In a later issue which will titled "An Ear the Ground" were they news on game in rumor game development for the Nintendo 64.
Information Station[]
Ultra Release List[]
Key | |
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Eager Waiting[]
1. The Legend of Zelda 64 |
6. Mother 3 |
Top 5 Import Sales[]
1. Turok: Dinosaur Hunter |
Reviews[]
Arena[]
Title | Publisher | Reviewer | Score |
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Nintendo |
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Import Arena[]
Title | Publisher | Region | Reviewer | Score |
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Nintendo |
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Feature[]
International Superstar Soccer 64[]
This article features the announcement that Jikkyou J.League Perfect Striker will release in the United States and Europe that year under the title International Superstar Soccer 64.
Meeting the Major A Team[]
The article features an interview with the development team of International Superstar Soccer 64/Jikkyou J.League Perfect Striker.
N64: Hello. So, er, which football games did you look at for ideas when designing Perfect Striker?
Yasuo Okuda: The game we see as our main rival is Sega's Victory Goal. It's the best 32-bit soccer game.
N64: And what did you decide would be your priorities when writing the game?
Yasuo Okuda: We looked at two main areas. First, how the game would look. It's the first time we've ued motion capture, and we wanted the game to move as realitically as possible. Secondly, as there have already been several soccer games that use 3D polygons, particularly with regard to the analogue joystick. We had the possibility of moving the players in hundreds of different directions. We also wanted to look at how the player could be given control of all 11 players in his team.
N64: How did you go aboutgetting the players to move so convincingly as a team?
Eiji Nakagawa: Normally you'd just have attacking players, mid-fielders and defenders. But we broke it down further, so we've got a dender who tends to attack down the let, or an offensive mid-fielder who'll pass to a forward to achieve a goal.
N64: Who did you base the motion-captured players on?
Fumimasa Katakami: We recorded the movements of a student who played football, not a professional footballer. Altogether I sketched 80 pages of actions - around 320 actions altogether - and we motion-captured 270 of them, deciding which ones would be best. Most of these then went into the game, although we did leave a few out.
N64: The ones you left out - was that because they weren't useful, or because of lack of cart space?
Fumimasa Katakami: It's because we didn't think they'd add to the game. We didn't have to worry about the size of the cart at all when writing the game.
N64: Did you hit any problems with using motion capture?
Fumimasa Katakami: The hardest thing is to join the animations together and getting them to react to the controls. You might notice than some motion-captured games look extremely realistic, but don't respond well to the controls because they're too busy playing through motion captures. What we did was to break each capture down into smaller pieces, rather than using it as it was, to improve playability. For the first ISS games we didn't use motion capturing, but we did video players to get realistic movement.
Katsuya Nagae: Our aim from way back was not to simulate real soccer, but to make a game that's fun to play.
N64: Do you have a favourite bit of motion capture in the game?
Fumimasa Katakami: Hmm. Probably the way a player crouches slightly when he's about to dash. There's a huge variety of kicks, to - be sure to watch out for them all.
N64: What's it like programming on the N64, then?
Katsuya Nagae: 16-bit machines are programmed in assembler, but the N64 is programmed in C. It's therefore much easier to get hold of information, in the form of books, libraries and so on.
Yasuo Okuda: Perfect Striker was the first time the team had programmed a 64-bit machine, the first time we'd used motion capture, and the first time we'd programmed with polygons. To be honest, we didn't know where to start. Previously the R&D team had to create every move by hand. Using motion capture, thoug, means that the animation is automatically calculated, so all Mr. Katakami had to do was sketch the moves we wanted to capture.
Katsuya Nagae: The N64 is definitely the best machine to write a soccer game for, because it uses cartridges rather than CDs. Other machines have a limited memory to store information read from the CD, but the N64 can get information from the cart at any time. The PlayStation, on the other hand, has to load everything in and store it in its memory.
N64: Did you find the size of the cartridge restrictive?
Yasuo Okuda: A developer is never satisfied with the space available, always wants more. But as well as all the graphics, we also managed to fit in all the commentary, which ran to 75 pages of situations that commentary had to be written for.
N64: Does the N64 make artificial intelligence easier?
Eiji Nakagawa: When we started doing the AI, we were excited to find that the N64 is about 100 times faster than the SNES. We had more difficulty with the display, however, getting 22 players to move without slowing down.
N64: Could ISS64 be written for other machines?
Yasuo Okuda: We could convert it to the PlayStation or Saturn, but we'd have to delete quite a bit from it because of memory size restrictions.
N64: What differences will there be between Perfect Striker and IS64?
Yasuo Okuda: We've got to change the J-league teams into national teams, change the players' skin and hair colours, create five new stadiums, change the team strips, and alter the backgrounds to the edit screens and things to give them a more realistic look. We've also got to speed up the game for PAL machines.
N64: How easy is it to overcome the PAL machine's slower speed?
Yasuo Okuda: It's easy - all we have to do is multiply all the calculations by 1.2. We're also trying to make the game run on the full screen.
N64: If you leave Perfect Striker on its default setting, it's really easy to score goals. The goalies seem particularly weak. Come come? Will this change for the European release?
Yasuo Okuda: Basically, the game was designed for the Japanese market, where games that are too difficult aren't regarded as very good. We wanted everyone to be able to enjoy the game, even if they're not experienced football game players. For the European market we're setting the difficulty level higher.
N64: Might a sequel to ISS64 be 64DD-based?
Katsuya Nagae: We're not really thinking about 64DD yet, because it hasn't actually been revealed how it work.
Win! The Ultimate Nintendo 64 Evening In![]
Tips Extra[]
The Nintendo Hotline[]
Club 64[]
Dream On[]
World War I Fighter Pilot simulator game[]
Action RPG game[]
Doom-type game[]
Soccer/Football game[]
What You Want, What You Really, Really Want[]
So Tell Use This...[]
N64 Magazine Investigate[]
Lifting the Lid: Inside the Nintendo 64[]
Staff[]
- Editor: Jonathan Davies
- Production Editor: James Ashton
- Staff Writer: Tim Weaver
- Art Editor: Wil Overton
- US Correspondent: Doug Perry
- Japanese Correspondent: Nicholas di Constanzo
- Contributors: Zy Nicholson, Marcus Hawkins, Laura McGregor, Roger Harris, Chris Stocker
VHS Promo[]
The N64 Magazine Video
Magazine[]
External links[]
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