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N64 Magazine V18 is the eighteenth issue of the N64 Magazine. The cover features Banjo-Kazooie and Body Harvest.
Future Look[]
WWF War Zone[]
Wipeout 64[]
Castlevania 64[]
Iggy's Reckin' Balls[]
Planet 64[]
Nintendo Join the Show[]
Rare Reveal All![]
Stop Press!: Fighting Force[]
Short Cuts[]
Pokémon Delayed![]
Kris Almighty![]
Comic Hook![]
Paul's Plant[]
A World of Hurt[]
Get Your Back Up[]
Fanzine Farm[]
64 Supreme[]
N64 Play[]
The ZX Files[]
New Goods[]
Product | Manufacturer | Score |
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Retroworld[]
Title | Publisher | System | Score |
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Coming Soon[]
Shadow Man[]
Survivor Day One[]
Mission: Impossible[]
Twelve Tales: Conker 64[]
F-Zero X[]
S.C.A.R.S[]
NASCAR '99[]
Madden NFL '99[]
Hype: The Time Quest[]
Glover[]
Rogue Trip: Vacation 2012[]
Duke Nukem: Time to Kill[]
RPG News[]
Ogre Battle 3[]
Mother 3/Earthbound 64[]
Ask FuSoYa[]
An Ear to the Ground[]
Information Station[]
Ultra Release List[]
Key | |
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Top 10 Official UK N64 Chart[]
Top 5 Import Chart |
N64 5 Most Played |
N64 5 Most Wanted |
Readers 5 Most Played |
Readers 5 Most Wanted |
Made In Japan[]
Football Fever[]
Sale-ing into the Net![]
It just gets cheaper and cheaper[]
Nintendo Short Cuts[]
Hongo-san speaks[]
The Magic of 'Motes[]
A Kick in the DD[]
Pockemon Fly Away![]
N64 Best-Selling (Japan)[]
1. Jikkyou World Pro Baseball 5
2. Yoshi's Story
3. Bomberman Hero
4. FIFA: Road to the World Cup 98
5. Famista 64
N64 Special Investigation[]
Body Harvest[]
Space Station Silicon Valley[]
Wild Metal Country[]
Yasuo Daikai Director Hybrid Heaven[]
Give more detail on the upcoming video game Konami is developing Hybrid Heaven. The article also includes an interview with Yasuo Daikai.
N64: Tell us a little bit about how development started on Hybrid Heaven?
Yasuo Daikai: Well, in Japan, RPG's are particularly popular but the N64 hasn't yet experienced one. Of course there is Zelda now, but we don't see that as a problem. We started development on Hybrid Heaven because we wanted to make an RPG, with some new, original features.
N64: From the video, it appears to feature some Mario elements...
Yasuo Daikai: I can see why you would say this. There is a lot of freedom in the game, and the worlds are completely 3D and completely explorable. But, I think you will find Hybrid Heaven is quite different to play. It's obviously got a different story!
N64: So, how does the story fit into the game?
Yasuo Daikai: Well, players take on the role of John Slader who, along with his team, is sent in to recue the American President after he is kidnapped by aliens. With the story we never made it too rigid or specific, so that it could evolve as the game evolved. And it's done this. I believe the story was quite different six months ago.
N64: The combat system appears to be really unusual...
Yasuo Daikai: I hope so. How does it work? Well when you battle someone, you are given a menu and a choice of moves from, say, three options, like 'High Kick', 'Medium Kick' and 'Low Kick'. It's the same for punching too. Your attacks will affect different enemies in different ways, particularly as some are weaker in different areas of their bodies than others. However, this changes as you obtain weaponry. I don't want to tell you everything about this system, though, as we're still working on it and obviously what I've described is only the basics.
N64: Do battles switch to a separate screen like Final Fantasy?
Yasuo Daikai: No. Battles take place in the same screen. It's not real-time, though. It'll be turn-based and menu-driven but it'll be as exciting as real-time battling because we're using some really interesting ideas. I hope this explains how it is different to Zelda!
N64: Indeed. So, interesting features, then? Like what?
Yasuo Daikai: Sorry. I can't tell you for the moment. We are still working on the combat, and have been doing so for almost a year now. We want to get it exactly right.
N64: The game's also supposed to be 'organic'. What does that mean?
Yasuo Daikai: Well, the characters grow and develop as the game dictates. Say you repeatedly get hit by an enemy in your right forearm. Well, you'll then gain strength in the right forearm because your body develops that way and builds up defense, and, eventually, you'll become more adept at punching with your right forearm. The organic part of Hybrid Heaven is the idea that the way you play and battle in the game changes the way your characters perform.
N64: Is there more than the one playable character?
Yasuo Daikai: We haven't yet decided on this aspect of the game. John Slader, the character you play, will change physically in the game - so there'll be two playable characters anyway! But, in the video you see on show, there are two completely different charaters in action, only one of which is John Slader. This is just another member of his group. But, that might change.
N64: And what about bosses? There's an incredible one in the video...
Yasuo Daikai: They will be big, but the one you see on the video isn't actually even a boss character. That's just an enemy in the game, who you have to fight. It's one of the hybrids. There are two types of enemy in Hybrid Heaven: cybernetic and organic. Cybernetic are created entirely from electronics while organic are actually living creatures. But, as you progress through the game, the two mix to make more powerful enemies. A hybrid of cybernetic and organic creatures will have the strengths of both species. But, also the weaknesses too.
N64: It seems a very cinematic game. Was this intentional?
Yasuo Daikai: Yes. Certainly. I wanted the game to feel like a Hollywood science-fiction movie. That's why we've also included real-time cut scenes so that the game always has the feel of a film.
N64: How have you found N64 development?
Yasuo Daikai: It's hard, particularly because it's the first game we've ever worked on. But, I think the N64 is a really difficult machine to develop for in general. For example, when we created the polygons for the characters in Hybrid Heaven and put the textures on, we found that everything appeared fuzzy. We didn't want this. So, we spent three months just sharpening all the textures out so that everything looked cleaner. N64 games can look better than the same games on every other format, but you've got to spend time overcoming the initial problems.
N64: That's why sp many N64 games look fuzzy then, is it?
Yasuo Daikai: Perhaps. N64 graphics don't have to be fuzzy, though. Look at Nintendo's games. Look at Mario 64. It's hard work trying to make the visuals sharper and maybe some developers haven't got the time or patience to do this. Fortunately, we have.
N64: Have you been surprised by the reaction to Hybrid Heaven?
Yasuo Daikai: To be honest, I wasn't really aware there was a reaction at all. That's probably the fault of our Research and Development, though! In Japan the game has been talked about in magazines but, because it's only been on video, it's difficult for people to judge.
N64: But, in the UK, it's one of the N64's most anticipated games...
Yasuo Daikai: Really? Well, when we started the game, we were only thinking of the Japanese, because, at the beginning, it was a just ab RPG, the sort of game that the Japanese are probably most interested in. But as development went on, and we picked up more ideas, we realised that Hybrid Heaven would actually be suited more to a Western audience. So, with our new ideas, we're actually considering how all audiences would feel.
N64: What N64 games have impressed you at the show?
Yasuo Daikai: Zelda, really. I think there are a lot of games with good bits in them, but there are very few games that are good throughout. Perhaps developers concentrate too much on one aspect, rather than the game as a whole.
The Legend of Zelda: Ocarina of Time[]
This article give more detail on Nintendo's soon to be released The Legend of Zelda: Ocarina of Time The article also includes an interview with Shigeru Miyamoto.
N64: How much of the game is your design?
Shigeru Miyamoto: I'm the producer of this game so, although I can't say that it's 100% mine, the core game and main system are designed by me. The scenario and game modes are only about 50% my idea. There are a lot excellent artists working on this project and at least 50% if the game us created by them, though I take full responsibility for the final game content.
N64 Thinks: NOA's (Nintendo of America) desire to release Zelda to a hungry American market on the important US Thanksgiving holiday weekent (traditionally the biggest pre-xmas selling period) has given an extra impetus to Zelda's schedule, even though a Japanese release is still expected before the wester version. Not only is Yoshi's Story producer Takashi Tezuka now working on the game, but many other programmers and artists at Nintendo's Kyoto headquarters are also helping to finish things off.
N64: How long will the game take to get through?
Shigeru Miyamoto: Frankly, we have the individual parts but we've yet to combine them so we can't say how long it will take to compplete. If you follow the story you should have about the same playing time as A Link to the Past on the SNES, but because you can go anywhere in this game there's a hug volume of gameplay - it should take about 40 hours to finish, but a good tester could finish it in 5-6 hours if they knew everything was.
N64 Thinks: So about the same as Mario 64 then.
N64: Is there anything that you would want to add to the game but won't be able to, due to technical limitations?
Shigeru Miyamoto: I always have some problems with games when they are complete but with Zelda I am, unusually, almost satisfied with the game so far. But what is lacking is the feeling that makes the game a 'Zelda' game. I'm still thinking about what makes this a genuine Zelda game.
N64 Thinks: Looks like there must be a teensy bit of playtesting still to be done.
N64: How long have you been working on Zelda: The Ocarina of Time?
Shigeru Miyamoto: Three years have passed since we began work on the game. In the beginning I only spent about 20% of time on Zelda but in the last few months I've spent about 50% of my time. Now I spend 100% of my time!
N64 Thinks: We've heard of some interesting advances in cloning that Shigs might want to investigate.
N64: What percentage of the game do need to complete to finish Zelda and how much is made up of secrets?
Shigeru Miyamoto: I cannot say exactly because I haven't finished the game yet, but I think it will be about 70% for the objectives and 30% for the secrets.
N64 Thinks: Again, about the same as Mario 64.
N64: Although Mario and Zelda are very close in their design specifications, in Zelda there's an auto-jump. Obviously, for Mario, jumping and platform movement is very important, but did you consciously remove the ability to control the jumping from platform to platform in Zelda, to make it more of an adventure?
Shigeru Miyamoto: In this type of game we are always trying to make a 3D miniature realm. We always trying to make it closer to reality but sometimes it's not very good to come too close to reality. In Zelda we have so many realistic 3D environments that it has become really difficult to play in this virtual world, so the more realistic the game gets the more help we have to offer the players. That's why we have decided to make such a basic action as jumping automatic.
N64 Thinks: Removing any opportunity for Turok-stye precision jumping tedium has to be a major plus point in our book. Zelda is all about adventure and discovery, not platforms.
N64: Do you think this is your greatest achievement so far and will there be another Zelda for the N64?
Shigeru Miyamoto: I hope that this will be my greatest achievement but whenever I have a new platform I can usually think of new tricks. I don't know about the future but I hope someone will take my place someday and make games for me to enjoy!
N64 Thinks: No Shigsy! Don't you dare contemplate retirement.
Reviews[]
Arena[]
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Import Arena[]
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Feature[]
Anime Video Competition[]
How to[]
Wetrix[]
GoldenEye 007: Part 4[]
Tips Extra[]
The Nintendo Hotline[]
Skill Club 64[]
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I'm the Best[]
Super Mario 64[]
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Wave Race 64[]
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Mario Kart 64[]
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Star Fox 64[]
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Diddy Kong Racing[]
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Snowboard Kids[]
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Top Gear Rally[]
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Yoshi's Story[]
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Club 64[]
Correction Corner[]
Dream On[]
Mike Ridley: Tertis Battle Gaiden 64[]
Adam Nodwell: Mario Water Sports[]
James Clarke: Super Punch Out 64[]
Bonus Letters[]
Invention Corner[]
Craig Silcocks: Polo Pak[]
Robert Chimes: Money Printer[]
Ben Warburton: Time Story[]
Fact Box[]
So Tell Me This[]
N64 Magazine Investigate[]
The Evolution Game[]
Staff[]
Magazine[]
Supplement[]
External links[]
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