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N64 Magazine V13 is the 13th issue of the N64 Magazine. In this issue the staff celebrate the consoles first birthday as showing the Top 20 Nintendo 64 games at the time.

Future Look[]

1080° Snowboarding[]

Bio F.R.E.A.K.S.[]

G.A.S.P!! Fighters' NEXTream[]

Wetrix[]

Planet 64[]

Summit's up in the USA[]

La Spectacle va Commencer!*[]

Short Cuts[]

Craving Entertainment[]

Tur-Drop![]

Paul's Plant[]

The X-Smiles[]

Rumour Has It...[]

The small article talks about the rumor that The Legend of Zelda: Ocarina of Time will release a special edition Gold Cartridge for the US release.

Fanzine Farm[]

'NAM[]

Pulse Interactive[]

The Game Zone[]

N64 Fanzine[]

New Goods[]

Product Manufacturer Score
Ultraracer 64
Interact
82%
Gamester Wheel
LMP
54%
Joytech Rumble Pack
Joytech
78%
Jolt Pack 256K
Fire/Blaze
86%

Retroworld[]

Title Publisher System Score
Octopus
Nintendo
01Game & Watch
76%
Pocket Scramble - Grandstand
Epoch/Grandstand
N/A
58%

Coming Soon[]

Banjo-Kazooie[]

Gex: Enter the Gecko[]

Teo 64DD[]

Jungle Emperor Leo[]

Kirby's Air Ride[]

Bust-a-Move 2[]

Reckin' Balls[]

Rampage World Tour[]

RPG News[]

Holy Magic Century[]

Ask FuSoYa[]

An Ear to the Ground[]

Information Station[]

Ultra Release List[]

Game Name Publisher Type Country
March 1998
30
1080° Snowboarding
Nintendo
SPT
US
Pro Baseball King 2
Imagineer
SPT
JPN
Bio Tetris
Bottom Up
PUZ
JPN
Holy Magic Century Eltale
Imagineer
RPG
JPN
Kiratto Kaigetsu
Imagineer
TAB
JPN
Quake 64
GT Interactive
SHT
US/UK
Snow Speeder
Ocean Software
RAC
US/UK
Super Robot Spirits
Banpresto
FGT
JPN
Twisted Edge Snowboarding
Kemco
SPT
US
NBA Pro '98
Konami
SPT
US
Jeopardy!
GameTek
PUZ
US
April 1998
Pachinko 365 Days
SETA Corporation
ETC
JPN
The Legend of Zelda: Ocarina of Time
Nintendo
RPG
JPN
Mystical Ninja Starring Goemon
Konami
RPG
UK
Banjo-Kazooie
Nintendo
ACT
JPN/US
Snobow Kids
Atlus
ACT
UK
May 1998
SimCity 2000
Ocean Software
SLG
UK
Rev Limit
SETA Corporation
RAC
JPN
June 1998
F-Zero X
Nintendo
RAC
JPN
Pocket Monsters 64DD
Nintendo
RPG
JPN
Talent Maker 64DD
Nintendo
ETC
JPN
Polygon Maker 64DD
Nintendo
ETC
JPN
Picture Maker 64DD
Nintendo
ETC
JPN
Conker's Quest
Nintendo
ACT
JPN/US
FIFA: World Cup Edition
Electronic Arts
SPT
US/UK
ISS Pro '98
Konami
SPT
UK
Silicon Valley
BMG
ACT
US/UK
Wreaking Balls
Acclaim
PUZ
US/UK
Ken Griffey Jr. Baseball
Nintendo
SPT
US
G.A.S.P!! Fighters' NEXTream
Konami
FGT
JPN/US/UK
July 1998
Forsaken
Acclaim
ACT
US/UK
Tonic Trouble
Ubisoft
ACT
UK/US
Banjo-Kazooie
Nintendo
ACT
UK
NBA Basketball
Nintendo
SPT
JPN
1998
Early
Centipede X
Midway Games
SHT
US
Spring
Jungle Emperor Leo
Nintendo
-
JPN
Spring
Ken Griffey Jr. Baseball
Nintendo
SPT
US
Spring
Mission: Impossible
Ocean Software
ACT
US/UK
Spring
Cruis'n World
Midway Games
RAC
US
Summer
Body Harvest
Nintendo
SHT
US
September
F-Zero X
Nintendo
RAC
UK
Autumn
Rampage World Tour
GT Interactive
ACT
US/UK
Autumn
UEFA Soccer
Ocean Software
SPT
UK
November
Legend of Zelda 64: Ocarina of Time
Nintendo
RPG
UK
Winter
Unreal
GT Interactive
ACT
US
Acclaim Sports Soccer
Acclaim
ACT
US
Art of Fighting Twin
Ocean Software
FGT
UK
Attack!
Midway Games
-
US
Buck Bumble
Ubisoft
ACT
US/UK
Earthworm Jim 3D
Interplay
ACT
US/UK
Extreme-G 2
Acclaim
RAC
US/UK
Flights of the UN
Video System
SHT
JPN
Golf
Nintendo
SPT
JPN
Grand Prix Race
Video System
RAC
JPN
Hybrid Heaven
Konami
ACT
US/UK/JPN
Jungle Emperor Leo
Nintendo
ACT
JPN
Kirby's Air Ride
Nintendo
RAC
JPN/US/UK
Legend of Zelda 64: Ocarina of Time
Nintendo
RPG
US/UK
Mortal Kombat 4
Midway Games
FGT
US/UK
NBA Jam 98
Acclaim
SPT
US
Pikachu Genki Dechu
Nintendo
ETC
JPN
Powerslide
Emergent
RAC
US
Quest 64
THQ
RPG
US
Quest for Camelot
Titus Software
-
US
Robotech: Crystal Dreams
GameTek
ACT
US
SimCopter
Maxis
SIM
US
Space Circus
Ocean Software
ACT
US/Uk
Spooky
ICE
ACT
US/UK
Thornado
Factor 5
SHT
US
Turok 2
Acclaim
SHT
US/UK
Ultra Donkey Kong
Nintedo
ACT
JAP
V-Rally 64
Ocean Software
RAC
UK
No Release Date Yet
7th Legion
DMA/Epic
-
US
Bond Engine Game*
Rare
SHT
US/UK
Buggy Boogie
Nitendo
RAC
JPN/US
Cavalry Battle 3000
JSS
RAC
JPN
Daikatana
Ion Storm
SHT
US
Dracula 3D (Castlevania 64)
Konami
ACT
JPN/US/UK
F-Zero (add-on disk)
Nintendo
RAC
JPN
FIFA '99
Electronic Arts
SPT
UK
Freak Boy
Virgin Interactive
ACT
US
Gex: Enter the Gecko
Midway Games
ACT
US/UK
Ghouls and Ghosts 64
Capcom
ACT
JPN
Ikazuchi no Goto Ku
SETA Corporation
TAB
JPN
Jack and the Beanstalk
Nintendo
-
JPN/US/UK
Joust X
Midway Games
SHT
US
Jikkyo Golf Tournament 98
Konami
SPT
JPN
Kindaichi's Accident File
Hudson Soft
-
JPN
Knife Edge
Kemco
SHT
US
Legion X
Hudson Soft
-
JPN
Loderunner 64
Bandai
ACT
JAP
Mother 3
Nintendo
RPG
JPN
Paperboy 64
Mindscape
-
US/UK
Puzzle Game*
Capcom
PUZ
JPN
Reason
Imagineer
-
JPN
Rugrats
THQ
ACT
US
Sim City 64DD
Nintendo
SLG
JPN/US/UK
Space Jelly
Software Creation
ACT
UK
Street Fighter 64*
Capcom
FGT
JPN
Superman: Anim. Series
Titus Software
ACT
US
Super Mario 64 2
Nintendo
ACT
JPN/US/UK
Super Mario RPG 2
Nintendo
RPG
JPN/US/UK
Top Gear Rally 2
Kemco
RAC
JPN/US/UK
Top Gear Rally 64DD
Kemco
RAC
JPN/US/UK
VR Baseball
Interplay
SPT
US
Wetrix
Ocean Software
PUZ
US/UK


Key
ACT
Action
FGT
Fighting Game
SLG
Strategy
RPG
Role-Playing Game
SPT
Sprot
TAB
Board Game
SHT
Shoot-'em-up
SIM
Simulation
RAC
Racing
ETC
Miscellaneous

Eager Waiting[]

1. The Legend of Zelda: Ocarina of Time
2. F-Zero 64
3. ISS Pro '98
4. Castlevania 64
5. Banjo-Kazooie

 

6. 1080° Snowboarding
7. Hybrid Heaven
8. Mother 3 64DD
9. Super Mario RPG 2
10. Jungle Emperor Leo

Top 5 In the UK
1. Diddy Kong Racing
2. FIFA:RTTWC '98
3. Super Mario 64
4. Mario Kart 64
5. Lylat Wars

 

Top 5 In Japan
1. Yoshi's Story
2. Puyo Puyo Sun 64
3. Diddy Kong Racing
4. Bomberman 64
5. Super Mario 64

Top 5 In the USA
1. GoldenEye 007
2. Diddy Kong Racing
3. NFL Quarterback Club '98
4. Mario Kart 64
5. Super Mario 64

 

Top 5 Imports
1. Yoshi's Story
2. Diddy Kong Racing
3. GoldenEye 007
4. Super Mario 64
5. Duke Nukem 64

Made In Japan[]

Nintendo 64 Owners Want for Nothing![]

Pikachu Bits the Dust?[]

Pri-Kla gets Genetically-Enhanced[]

Hongo-san Speaks. Without Saying Anything[]

An Englishman in Tokyo[]

Reviews[]

Arena[]

Title Publisher Reviewer Score
Fighters Destiny
Ocean Software
Jes Bickham
86%
Tetrisphere
Nintendo
Steve Jarratt
69%
Cruis'n USA
Nintendo
Midway Games
Tim Weaver
24%

Import Arena[]

Title Publisher Region Reviewer Score
SimCity 2000
Maxis
Imagineer
Japan
James Price
83%
Pachinko World 64
Heiwa
Japan
Tim Weaver
12%

Feature[]

Happy Birthday N64[]

How to Vote for Your Favorite 20 N64 Games[]

N64 Magazine's Top 20[]

1. GoldenEye 007
2. Super Mario 64
3. Mario Kart 64
4. Pilotwings 64
5. Lylat Wars/Star Fox 64
6. International Superstar Soccer 64
7. Blast Corps
8. Diddy Kong Racing
9. Yoshi's Story
10. Turok: Dinosaur Hunter

 

11. Wave Race 64
12. Snobow Kids
13. Puyo Puyo Sun 64
14. 64 Ōzumō
15. Mischief Makers
16. Tamagotchi 64: Minna de Tamagotchi World
17. Top Gear Rally
18. Madden NFL 64
19. Duke Nukem 64
20. Fighters Destiny

The Rare Essentials[]

Interview with the developers at Rare.

Rare: GoldenEye 007[]

N64: So, how did Rare end up developing GoldenEye?
Rare: Well, I guess it was a king of joint decision, between Rare and Nintendo, to take on the licence, although I think originally we approached Nintendo with the idea. It was actually quite an unusual decision, especially for them, to take on this sort of licence.

N64: Were you fans of the film already?
Rare: Yes. But some of us prefer the new one.

N64: And what of Pierce Brosnan? The best Bond yet?
Rare: Definitely. Although, Sean Connery was good.

N64: Was GoldenEye always going to be a first-person shoot-'em up?
Rare: We did have other ideas but, after about two weeks, we had pretty much decided on it being a first-person shoot-'em-up. There were some other ideas but they were never really pursued any further.

N64: You've said before that Quake and Virtua Cop were influences on the game?
Rare: Um, well, it was Doom rather than Quake. We looked at Quake about three-quarters of the way into development, when we had a test version up and running. But Quake failed to impress us enough to change GoldenEye. We're all avid gamesplayers but none of us found that the Quake idea had any sort of longevity. Unlike a Bond game, which people would want to be playing a long time after its release. In truth, we looked at all the first-person shoot-'em-up's. When Turok came out, we played that and we liked it but never thought there was anything sufficient enough in it to warrant us changing GoldenEye. We've pretty much stuck to our original plan of doing it the way we wanted and not taking elements from other games.

N64: Was it a bit nerve-tacking working with a Bond licence?
Rare: Yeah, it was a bit of a responsibility, but I don't think it ever weighed us down too much. I think it was more the fact that this was out first game. That was harder.

N64: So, none of the team had worked on a game before?
Rare: No. Except Graeme and Grant, because they're both musicians. Grant did Donkey Kong Land on the Game Boy and Graeme did Blast Corps, and they've also done Diddy Kong Racing and Killer Instinct. Martin has also worked on the Killer Instinct coin-op.

N64: Blimey. What was it like composing your music around the Bond score?
Rare: It was good, but after a while we got really sick of it because there're only about three chords in it and you can only do so much with that. But, you know, it was good fun and, especially for game like this, the music's really, really important.

N64: A particular favourite in the N64 office is the zoom on the Sniper Rifle. How did you make that possible when games like Turok have to mist everthing up so close in?
Rare: We programmed it the right way! No, really, we managed to draw more things than Turok did, that's for sure. We simply misted things up further away.

N64: It's that simple, is it?
Rare: Well, it can be. You don't need to mist everything up so close in. The machine allows you to draw things further away. You've just got to apply it.

N64: The attention to detail is phenomenal, especially the way in which bullet holes are left in the walls and you can shoot out glass panels and security cameras. Were they considerations from the start or added in at the end?
Rare: Well, everyone had a wish list of what they wanted put into the game and we were quite fortunate, in that, we did most of it. The most disappointing thing in first-person shooting games is the fact that, when you fire off vast amounts of ammunition, nothing around you gets damaged at all. So, we always wanted to make sure that we went that extra step further and allowed the player to do that damage.

N64: It's like total immersion...
Rare: Exactly. Every little thing you see in the game makes it more believable. You're not running around cardboard box rooms anymore. But, it's actually quite surprising at how immersed people thought they were, because we knew what we wanted to include and we really only got half of it in. As far as we were concerned, it was kind of half-immersion. Almost there, but not quite.

N64: How did you manage to maintain such an authentic level design?
Rare: Well, we went down to the film set about six or seven times and they gave us full access to all the designs, model shots and all the plans, and we just took along a camera and photographed just about everything we saw. When we brought it back, we had all the GoldenEye material we needed. We also had the blueprints as well from the actual sets they were building, so we could base our plans on the sets. We just took the blueprints as a basis and let the levels in the game grow out from them.

N64: So, how come Bond doesn't run?
Rare: He does. He runs with the analogue stick. He runs all the time in fact, but it's just not at a silly pace. If you look around you, you'll see that he's actually running at a realistic speed. The point is, when you're playing a game like Doom, where you run about three or four times as fast as you really should be, you're running all the time and making no use of the walk function. The walk just because academic. So, what's the point in having it in the first place? We just wanted to make the movement of the character more realistic.

N64: What are the GoldenEye team's favourite levels, then?
Rare: The Control because it's such a large level and there's so much going on. And the second Bunker level. It's probably where the stealth works best. You know, you can really go for it. Tear through in 43 seconds.

N64: How was it that you came to choose Jaws and Baron Samedi in the secret levels? Were you only allowed access to certain Bond villains?
Rare: No, no. We were allowed access to everyone in the Bond films except Jack Wade. He was the only one we weren't allowed. Oh, and the previous Bonds. Really, it was just a case of picking the most interesting colourful villains. We just thought no game's complete without a witch doctor. And, of course, it largely depended on who we had photographs of.

N64: Is it right the multiplayer game was something of a last minute addition?
Rare: Well, last months, yes. The game took two-and-a-half years and the multiplayer was put in with about six months to go. But, it was always going in. We were always going to put it in. It was just a question of when we could get round to it.

N64: Were you concerned about having four players on the screen at the same time? Because no one had ever really tried it before.
Rare: Yeah. But, we were most concerned that it might not be much fun. It was sort of untested waters especially sa all first-person multiplayer games had been networked up until then. But, it wasn't really about the split-screen thing. It was more about how much we had going on. So, we just kept changing things and altering things until we got it right. We literally spent hours and hours and hours and hours oplaying the multiplayer levels from the one-player game and finding out what was fun and what wasn't. And then, once we knew, we built some of the special levels.

N64: Why is it that levels like the Bunker can be played in three-player but not four?
Rare: Basically, because some of the levels weren't designed to be played as multiplayer. We went through all the backgrounds, playing them seeing if they could run at a speed that was acceptable. Some of levels we didn't include were interesting but they just couldn't handle all the action. The Dam, in multiplayer, was a lot of fun. We had that running for quite a white but it was just too slow.

N64: Were Nintendo eveer concerned GoldenEye might be a bit too violent?
Rare: Yeah, there were quite a few concerns, but we never had to compromise. In the end, we were happy and they were too. And they were even happier when it got a Teen Rating.

N64: How does the relationship with Nintendo work?
Rare: Well, if we're lucky, they might want to take a look at a version every six months. Towards the end, there are phone calls every day, once you get to quality control. And then we send it off to them for testing.

N64: How long did the whole project take?
Rare: A long time. Certainly two-and-a-half years.

N64: Do you still play it in the office?
Rare: The Banjo-Kazooie lot play it every time. Every lunch time, every single day.

N64: Obviously you must have realised you had an exceptional game, but did you expect the reaction you got from GoldenEye?
Rare: We didn't know it was exceptional. Like we said, our wish list was much longer so, the game was looking good, but there was much more we would have gone either way, really. It could have disappeared, or it could have done very well. We wondered whether Bond would appeal to everybody. In the end, it did. But, we can never experience it like someone who's just gone out and bought it, because we're with it all the way through. Luckily, we had some good word-of-mouth publicity and, at the end of the day, that did the trick. People were interested in the game because of what their mate said about it, you know? Actually, it was very nice when we got the first feedback from the testers in America, because we'd sent it over to them towards the end, and they'd sent back comments, and everybody just seemed to be over-the-moon about it. So, we guessed we must have been doing something right.

N64: Anything, looking back, you wish you could have changed, or added?
Rare: No. We've no regrets. Although, the tank would have been good in multiplayer. Perhaps we could have put more lighting in the game and other little things but, generally, we're very happy. And there seems to be on-going bug reports from GoldenEye stretching to about ten pages now. Most of them aren't even bugs, they're just things you can do in the game. It's all about interactivity again.

Rare: Rare[]

N64: This setting seems to suit the Rare ethos well. It's not exactly easy to find, is it?
Rare: No, it's not easy to find. But, after a while, you just come straight here and it all feels very normal. It's funny being out in the middle of nowhere, but it definitely works for the games. And it's an excellent company to work for. There can't be another developer that would be better to work for.

N64: And things have really taken off in the past four or five years. Were any of you aware of the company you were about to start work for?
Rare: Well, it depends on who's been here the longest, really. Five years ago, Donkey Kong Country was only half finished. At that stage, we weren't world class! Some of us were big Spectrum people and we all knew about Ultimate but, even when Donkey Kong Country was finished, the profile of the company was still quite low. We weren't too aware what Rare were doing but we knew the history, so it was fine coming in.

GoldenEye 007 Spymaster Competition[]

Game For a Graph[]

How to Launch a Successful Magazine[]

The article give brief info on the history of the creation of the N64 Magazine.

And Then There's This...[]

Lylat Wars Championship: Results[]

How to Track Down the Best Game Bargains[]

Skill Club 64[]

Game Task
Super Mario 64
Find all 120 stars.
Diddy Kong Racing
Finish the game in mirror mode.
Lylat Wars
Finish the game with 1,500 hits or more.
GoldenEye 007
Complete the full game.
International Superstar Soccer 64
Finish all the scenarios.
Mario Kart 64
Record a time of 1:20:00 on Mario Raceway (1:07:00 on NTSC).
Pilotwings 64
Win Gold medals on every event.
Turok: Dinosaur Hunter
Complete the Time Challenge Mode in under 3:00:00.
Blast Corps
Win gold medals on all planets.
Wave Race 64
Break 1:17:00 on Sunny Beach Time Trial (1:04:00 on NTSC).

How to...[]

FIFA: Road to World Cup 98[]

Diddy Kong Racing: Part 2[]

Tips Extra[]

The Nintendo Hotline[]

I'm the Best[]

Super Mario 64[]

# Time Confirmation Score
PAL
Foot Race With Koopa the Quick
1
2
3
4
5
6
7
8
9
10
Peach Slide
1
2
3
4
5
6
7
8
9
10
American/Japanese
Foot Race With Koopa the Quick
1
2
3
4
5
6
7
8
9
10
Peach Slide
1
2
3
4
5
6
7
8
9
10

Wave Race 64[]

# Time Confirmation Score
PAL
Sunny Beach
1
2
3
4
5
Stunt Mode, Dolphin Park (Any Version)
1
2
3
4
5
Glacier Coast - Stunt Mode
1
2
3
4
5
American/Japanese
Time Trial Sunny Beach
1
2
3
4
5

Mario Kart 64[]

# Time Confirmation Player
PAL
Luigi Circuit
1
2
3
4
5
Royal Raceway
1
2
3
4
5
Koopa Troopa Beach
1
2
3
4
5
Frappe Snowland
1
2
3
4
5
Bowser's Castle
1
2
3
4
5
Banshee Boardwalk
1
2
3
4
5
American/Japanese
Luigi Circuit
1
2
3
4
5
Mario Circuit
1
2
3
4
5
Royal Raceway
1
2
3
4
5

Star Fox 64[]

# Score Confirmation Player
Any Version
1
2
3
4
5
6
7
8
9
10
Total Hits
1
2
3
4
5
6
7
8
9
10

Diddy Kong Racing[]

# Time Confirmation Player
PAL
Ancient Lake
1
2
3
4
5
Fossil Canyon
1
2
3
4
5
Hot Top Volcano
1
2
3
4
5
Jungle Falls
1
2
3
4
5
Walrus Cove
1
2
3
4
5
Crescent Island
1
2
3
4
5
Windmill Plains
1
2
3
4
5
Darkmoon Caverns
1
2
3
4
5

Turok: Dinosaur Hunter[]

# Time Confirmation Player
PAL
Time Challenge Mode
1
2
3
4
5
6
7
8
9
10

Club 64[]

Dream On[]

Simpsons 64[]

Horse Race 64[]

Battle of Britain 64[]

Invention Corner[]

Rumble Chair[]

N64 Gamepak Storage Unit[]

Snowboard Pak[]

So Tell me This...[]

Staff[]

  • Editor: James Ashton
  • Production Editor: Tim Weaver
  • Staff Writer: Andrea Ball
  • Art Editor: Wil Overton
  • US Correspondent: Doug Perry
  • Japanese Correspondent: Max Everingham
  • Art Assistant: Paul Jarrold
  • Contributors: James Price, Steve Jarratt, Steve Owen, Todd Anderson, Laura MacGregor and Jes Bickham

Magazine[]

Supplement[]

External links[]

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