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How long do people think the N64 has left to live?
With games like Perfect Dark, Zelda: The Continuing Sage, Turok 3, A Resident Evil game, Top Gear Rally 2, and a bunch of other wicked games this year. How long will the N64 live for? Specially with the PS2 and Dolphin on the horizon how much longer can the N64 last?
Cooky
This is side scrolling platform gaming at its best. Kirby is in 3D, but the camera and playing environment are limited so that it feels like an old NES title. You will have to run, attack, jump, jump and attack, run and jump and so on, but your main character's abilities in this game are many and varied. Kirby is capable of limited flight and has two gears of running, but this game is all about his copying power. His ability to inhale enemies, swallow them and take on their powers has already established Kirby as the toughest pink S.O.B. in videogames. In Kirby 64 he gets even tougher.
As a mild mannered pink blob, Kirby can inhale any one of the dozens of enemies he encounters. When he does, de can simply spit them at enemies, he can carry them overhead or he can swallow them. But it gets more complicated. When he has them over his head he can just throw them to the left or right, shoot them straight up in the air, or he can use their offensive attacks to his advantage. One of the flying critters, for example, will carry Kirby up into the air when he puts them overhead. If you inhale an enemy that likes to throw bombs, when you hold them up in the air, they'll continue to throw bombs…at your enemies. But when it comes to one of these more powerful enemies, the ones that can throw bombs or shoot electricity at you, you really should make other plans for them.
Swallowing the powerful enemies gives Kirby their powers. The difference in Kirby 64 is that you can combine the powers of two different enemies for an all-new specialized attack. For example, when you swallow a bomb thrower, you'll be able to throw bombs. Nice and simple. However if you spit up the bomb icon and throw it at another powerful enemy, say a rock-type, it'll destroy him and leave a combination rock-bomb power combo icon that Kirby can then scarf down. When he does, he's got an all-new power: Dynamite. Kirby throws a bundle of TNT, you push down on the D-pad to put his protective little yellow helmet on and watch everything get blown to bits.
Getting to know each individual power as well as the various combinations is extremely important. Needless to say, a recurring theme throughout the game is finding the right power combos in the right situations, and believe us, it's a lot more difficult than it sounds. There are dozens of possible combinations since every power can be combined with itself and any other of the other six abilities.
This is one of the most innovative ideas we've seen in a videogame in a long time. You will inevitably spend the first few hours of Kirby just trying out different combinations. We do recommend that you try to clear some levels first --since all you have to do is just walk to the end-- and forget about collecting the Crystal Shards. This way, you'll come across all of the different creatures that have powers since certain kinds seem to populate certain levels. You can get Burn and Stone from every other creature it seems early on, but Spark, for example, can be pretty hard to find unless you're on the industrial level towards the end of the game. There are a total of 81 different kinds of enemies in the game including bosses, but when you need an Ice and a Spark to get the awesome Refrigerator power, you'll go nuts trying to find them.
Some of the coolest, most useful combinations we've come across include the aforementioned Dynamite (Stone + Bomb) and Refrigerator (Ice + Spark), and the Flaming Sword (Cutter + Burn). The Fridge is especially cool, because you can watch Kirby spit out steaks, cartons of milk etc. as projectiles and kill enemies, but you can also eat those food items to replenish your health. The Flaming Sword is like the one we saw in Super Smash Brothers and competes with the double bladed Darth Maul style lightning blade for most wicked weapon available.
I've uncovered a few very lame weapon combos as well. We're sure somebody, somewhere worked very hard to come up with them, but in your haste to find cool ones you'll come across these sucky "attacks" more often than you'd like. The Curling Puck (Stone + Ice) just makes us angry. Curling is a very marginal sport and turning Kirby into that heavy iron puck with the handle coming out of the top isn't going to satisfy your urge to destroy stuff. The Flaming Ice Cube (Burn + Ice) just makes no sense. Ice cubes don't burn, they melt when exposed to heat. We could almost hear the enemies laughing at us when we tried to attack with this thing. There are few more really upsetting combos, but we'll let you find those on your own.
Kirby is a collection game where finding all of the Crystal Shards is the only way to get the best ending and unlock all of the coolest stuff. You can actually "finish" the game by simply running to the end collecting a minimum amount of crystals if you prefer, but there's no fun in that really. The game allows you to go forward or backward at anytime into the beginning of any level that you've been to before to get powers you need and shards you missed. This will be absolutely necessary if you want to finish 100 percent of the game, but it doesn't frustrate us in a Jet Force Gemini, Donkey Kong 64 way. Crystal Shards can be found in solid rock walls that look like they're part of the level, behind color coded (more on that in a minute) structures, in the grasp of evil mini-bosses or bosses and even, though not often enough, floating above the pathway in plain sight.
You'll have to survey the levels of Kirby 64 carefully to find the location of certain crystals. Sometimes a black pedestal is more than just an obstacle, it can be holding a secret if you just know how to unlock it. There may be a yellow and brown checkered wall that looks sorely out of place in a desert-temple looking level. More often than not these peculiarities will hold Shards and it will be in your best interest to pay attention to the different colors of the Power Icons.
All in all the gameplay mechanic is very balanced. Our only complaint is that there is no analog support. Nintendo's philosophy is that Kirby is aimed at younger gamers and therefore the D-Pad is most suitable, but the analog stick works brilliantly with games like Super Smash Bros. At the very least, it would have been nice to have the option of playing with the stick.
Multiplayer
The multiplayer games in Kirby, have absolutely nothing to do with the single-player game. You can unlock tougher difficulties by playing the previous difficulties and for some oxymoronic reason you can also play the multiplayer games by yourself. You get three games: Bumper Crop Bump, 100-Yard Hop and Checkerboard Chase. We recommend that you play all of them and unlock the toughest difficulties of each one as soon as possible if you want a challenge. BCB has you and three other characters trying to catch fruit or gems falling from the sky by moving side to side and getting underneath them with your basket. The only weapon you have is a bump maneuver that will quickly cause you to switch places with the character right next to you. That's it.
100-Yard Hop pits you in a race against your buddies hopping down a straight trail. One button makes you hop two spaces the other button makes you hop one space. You have to figure out when to use which as quickly and accurately as possible. Simple.
Checkerboard Chase puts all of you on a block checkerboard with the ability to move around in any direction and a ground based laser charge attack that destroys the individual blocks of the checkerboard. The object of course is to cause the other players to fall off of the checkerboard while avoiding the same. Basic.
The reality is all of the mini games are moderately fun when playing with any number of computer controlled players on the toughest difficulty. Checkerboard Chase, however is the most addicting four player game.
Graphics
Like i said, it's 3D a la Goemon's Great Adventure with a limited perspective so you'll only catch glimpses of Kirby's roundness here and there. The animations however are pretty good, especially with all of the powers Kirby has available to him. Each one is unique and satisfying and looks believable. As believable as a pink blob turning into all kinds of bizarre objects and shapes can be anyway.
You never move fast enough in Kirby 64 to challenge the framerate, so that's one less thing to worry about. The look of all the enemies and the levels themselves are very stylized and as crazy and outrageous as they seem to be, they all come together and make sense somehow in Kirby's world.
> The big fish.The ultimate catch.You cant say you have finished
> Zelda till you have baged him. YES HE's THE HYLIAN LOACH!!!!!
> And here is a way to catch him.
>
> Ok go into the Fishing pond as Adult Link right before the cockrel
> crows to signal the day time pop on your Zora tunic and trusty
> iron boots and pay for your rod.Before you start to fish for hours
> walk to the centre of the pond and look around with C-UP the loach
> at first will look like a stone on the bottom of the pond until he
> moves. He is black and long with sparkling scales along his side
> at first he looks like one of the other fish in size but get close
> and he is bigger than you think. He swam right past my camera up
> close he looked as big as a shark!.
> Of couse he is not that big.
> Once you have located and seen him once he is not hard to find
> again when he settles on the bottom of the pond you can see him
> with your head above water.
> Use C-up to locate the loach and then cast it should land right on
> him he will do nothing not even move at first i thought he was dead.
> Do not move your lure. Oh and by the way the sinking lure is
> essential (find it on the log or at the mouth of the stream).
> Eventualy the Loach will go up to the surface he could go left or
> right take note of this and wait for him to return.
> Bring your line back and cast again this time further to side the
> loach swam to but still close to him and wait.
> When he begins his journy again wiggle your line with the control
> stick and he should be attracted them fish like normal he should
> be easy to pull in.And he is yours Yahoo! my loach weighed 29 but
> see if your is different be sure to take a snap shot of your catch
> with the weight displayed it may be usefull for competitions
THANK I CAUGHT THAT FISH
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It's back, and this time it's cheap (well inside £10 from special reserve).
The thing is, that for all the fancy graphics and technical accuracy, a lot of games aren't as fun as they could be. NBA Hangtime does away with fantastic graphics (though these are still a large step up from the NBA Jam of old) and lacks technical accuracy in team and individual ability ratings, this taking into account that they are based on performances of a couple of years ago.
But the game is fun. Fully adjustable controller set up's and a good learning curve make the game very accessible, and it has great features such as hidden codes for heads and button combinations for power up's, like the old NBA Jam games, and even a custom character. There's even the option (at some point) to play on a roof-top court or change the colour of Dennis Rodman's hair.
There is a running game commentary by the computer, which spans the good, the bad and the ugly.
The good is the range and quality of one liners after baskets, steals, blocks etc.
The bad is things like "Miami.. Lead by.. 7" when it tries to edit a coherant sentence together.
The ugly, "Rama lama ding dong" sometime turns up after a particularly spectacular dunk. It just shows that whoever provided the commentary simply doesn't have the responsibility needed to own and use a mouth in public.
Alongside this, there's the ever classic, "He can't buy a bucket", best taken literally, refusing to acknowledge any relevence to basketball.
Put up a particularly wayward shot and the crown will chant "AIRBALL", best when it's your friend's shot.
The create a player option is possibly the best thing in the game though. You can select the character's head, from a big range of both realistic and commic heads, select ability levels, kit and even give it a nick-name, which the commentater will use to call your player during a game, ie)"Cornelius makes the dunk"
I currently play as a cow called Spanky.
Overall, this is a fantastic game, an affordable game, and a great multiplayer game. It's such fun to play, and refuses to take itself too seriously, and is a real must buy.
If only to be a cow called Spanky.
Features
Skate as one of 10 popular pros including Tony Hawk.
Pull off hundreds of moves and combinations including airs, grabs, grinds, kick-flips and landing tricks.
A variety of two-player split-screen multiplayer modes.
Instant replays of tricks and matches.
Nine different 3D environments to skate through including everything from parks and schools to the local mall and Area 51.
Intuitive 3D engine makes skating anywhere a possibility; grind on rails, ollie onto cars, etc., etc.
Catchy music from bands like Primus and The Dead Kennedys.
Memory Pak save features.
Gameplay
Tony Hawk Pro Skater is one of those rare games that absolutely nails everything it sets out to do. In this case, it's re-created the gravity-defying sport of skateboarding to the fullest extent. To accomplish this grand task, the title's original design team enlisted the help of real pro boarders like (obviously) Tony Hawk, and Bob Burnquist, Kareem Campbell, Rune Glifberg, Bucky Lasek, Chad Muska, Andrew Reynolds, Elissa Steamer, Geoff Rowley, and Jamie Thomas – all of which are playable in the game. The results speak for themselves. The end PlayStation product hammers along with a generally steady framerate while drawing open 3D environments for players to enjoy (for the most part) in a completely non-linear fashion. This means skating anywhere, stunting everywhere, and all with virtually no restrictions. To keep everything in balance, NeverSoft also included a handful of downhill courses to coincide with the wide-open lot, and then topped everything off with an excellent trick-point system and various goals that must be achieved in every level. Most important (and probably most tricky from a developer's standpoint) of all, though, is the game's overwhelmingly tight control and realistic skater physics. When a trick is pulled off correctly, it not only looks dead-on, but feels perfect too. And when a skater falls on his face, we know exactly why it happened.
To Nintendo 64 Port. It's a scary word, and one that is used too often when Nintendo 64 software is concerned. With countless system hand-me-overs ruined by the transition to the 64-bit console, it's no secret why we're generally opposed to the idea. However, this is thankfully not the case with Texas-based developer Edge of Reality's (Monster Truck Madness 64) ingenious adaptation of the Tony Hawk Pro Skater franchise. The Nintendo 64 version plays every bit as good as its PlayStation predecessor.
After selecting their skateboarder of choice (each boarder starts out with minimal skills that must be built up over play), gamers are free to enter the first environment and tear things up. Tony Hawk Pro Skater N64, like the PlayStation game before it, features a substantial learning curve so don't expect to be pulling off the big tricks and combos right out of the gate. Edge of Reality has set the standard control to accept both digital and analog input. Ollies are handled with the C-down button, C-up enables grinds and wall-riding, and the remaining C-buttons work with the D-Pad (or analog stick) for a variety of different grabs, spins, and flips. Oddly, the A and B buttons are not used. It should be noted, however, that while this setup is standard, players have the option of configuring the control to their personal preference.
At first, you're likely to skate around the environments holding and depressing the C-down button to ollie. This is the learning period and unless you're a glutton for embarrassment, you won't want your buddies watching this. But as you continue to play, you'll begin to pick up on the game's many subtleties and you'll be a better skater for it. For instance, the first time you ollie over a rail, you'll probably fall flat on your face and curse. We did. With a little more practice, though, you'll soon discover that by pressing and holding the C-up button as you come down on rails, you can grind on them. Herein lies another problem – balance. The first time you grind, you're likely to teeter over too far on one side and bail. But as you continue to try it out, you'll come to master the grinds and before you know it, you'll be sliding across entire rails and, ollie-kick-flipping off and landing for bonus points. This is how the game works and boy is it fun.
To keep the experience interesting, THPS features a wide variety of fun skate levels, many of which are wide-open and totally non-linear. Because the game is largely about scoring the biggest possible stunts in order to rack up points, the overall open design of environments lends itself to practicing, experimenting and eventually prevailing. The game also boasts a wide variety of challenges in each arena, including collecting tapes in order to unlock new levels and boards, and spelling 'skate' by collecting the five hidden, often hovering letters in each level. Once the stunts run dry – and they won't – you can entertain yourself by taking the extra challenges.
Two-player mode
Like the PlayStation version, THPS N64 features a split-screen two-player mode in which you can skate against another friend (or enemy) while trying to score more points. Obviously, this works in the same fashion as the single-player game, whereby points are achieved by pulling off amazing tricks and combos. The game also boasts an interesting skate-tag mode, where various parts of the 3D environments change color after an impressive stunt has been landed on them. The colors reflect the player who pulled off the stunt. So, the idea is to turn more of the skating environment your color. Meanwhile, it's also possible to recapture a piece of the environment (after your opponent has landed a trick on it) and change it back to your color by executing a bigger, better stunt. Both modes are hugely addictive and a whole lot of fun. And thankfully, everything runs smoothly enough that the framerate never bothers.
Graphics
The visuals in Tony Hawk's Pro Skater N64 are very impressive. Skaters are well modeled and animate fluidly, and the environments themselves are generally huge and, somewhat surprisingly considering this is a PlayStation port, detailed. The bad news here is that the texture design is not on par with the PlayStation game, which generally looks much crisper. The good news is that the framerate, believe it or not, is actually improved over the 32-bit version and that is brilliant trade-off so far as we're concerned. With all of this said, the THPS N64 is still quite the looker, featuring a top fluidity, huge wide-open environments with very little fogging (except in the San Francisco level), and little added extras like faked light-sourcing and spark particle effects as boards grind across steel. Quite frankly, this was the one area that we were concerned developer Edge of Reality might have trouble in, and we're happy to say that our fears have been obliterated. Some fans may be disappointed to learn that the blood has been removed for the N64 game, but it was a little over-the-top anyway so the omission really doesn't bother us. Also, the FMV back-screens featured in the PlayStation game have been removed for obvious reasons.
Sound
Again, there is good and bad here, but in the end the good definitely outweighs the bad. The game features a whole lot of the punk music featured in the CD-driven PlayStation game including the likes of Primus and The Dead Kennedys. Better, the songs come off surprisingly clear considering that they've been transformed to cartridge and compressed to no end. The bad part is that while most of the songs are present, many of them have been dumbed down in order to make the cut to cartridge. Some songs no longer feature lyrics and there is quite a bit of looping going on. In the end, though, we have to realize that audio is one of Nintendo 64's biggest limitations and given what they had to work with, Edge of Reality has done an impressive job bringing the ambient soundtrack home.
Sound effects are dead-on. We can hear the wheels of our boards rolling over grooves in the skate environments, crashes, thuds, clanks, steel grinds and grunts when our skater takes a nose-dive off a ramp and into the ground. Really, it's all there and it sounds great.
In a nutshell, you have a limited time to move one of your handful of slimy worm soldiers --complete with its own accent and vocabulary-- attack and enemy and then move away. It's all done in a straight-up 2D world where everything that isn't in the background, where you can see wind blowing, is solid and an obstacle to deal with. Your worms are mobile but can only inch as far as their little half inch bodies can will allow them too. When you get one member of your four man army starting off in a little cubby hole, or on a little island by himself or balanced on top of a paintbrush you start to understand that this game is much tougher than its cute appearance suggests.
That variety of attacks are classic. Since worms aren't the most ferocious creatures, the variety of weapons available are wide and varied. You get conventional pistols, rifles, bazookas and grenades like any good violent game requires. But what about a skunk attack or the Holy Grenade? These are the attacks that will bring the most enjoyment to both the aggressor and the victim because it's just so cool to watch. We've already done a feature on weapons in Worms Armageddon so please feel free to check it out.
It's not enough that there's a way to attack worms with an exploding old lady, it's that all of the weapons require some practice and a little nerve to use effectively. When you attack with the skunk, which makes worms sick and forces them to literally cough up five points of health every few seconds, you have to make sure it won't come back to bite you in the end. Even when you see someone attacking one of your worms, as you sit anxiously awaiting for your turn, there's a chance that someone's grand plan of attack, say a devastating frag grenade, there's always a chance that it will backfire and you're guy will be okay.
The solo game, including the training missions are plenty of fun and challenging to be sure, but playing Worms with buddies makes for one heck of a party game that rivals even Mario Party itself. It starts with the customization. You can make a team that can be saved to the cart and use it any time after that. You can set your team's language, accent, special weapon, tombstone and identifying flag.
The accents are of particular interest here considering Worms Armageddon's European heritage (the PC games were done by Team 17) it has an interesting take on American and British dialects.
All of the customization available in Worms means that you can really set up a different experience every single time you play the game. You can determine whether or not worms will take damage when they fall, how long they have to run after dropping off explosives and all kinds of other minute little details.
Because it's a turn-based strategy game, players will spend a lot of time simply watching Worms Armageddon do stuff rather than actually controlling the action. While a game that you spend more time watching than actually playing could be a problem, you'll be so interested in what's happening during somebody else's turn because you never know what you'll see. Somebody may have a great bazooka attack that takes advantage of the wind and curls up and over an outcropping. A poor sap may drown half of his team --the water at the bottom of the screen is deadly in WA-- when the recoil from his shotgun pushes him and a nearby worm over the edge of a cliff.
The biggest difference between the single and multiple player games is that most human players won't play as efficiently as the always cheating computer. Other than this, they present nearly identical turn-based strategy experiences.
Sound
Worms Armageddon gets its personality from the audio elements. Hearing the little pink guys threaten and interact with each other as you go through the game is definitely something that would be missed if it wasn't done well. The N64 version of the game has a surprising amount of sampling and dialogue although still nowhere near what you'll get from the PC or Dreamcast version.
The background music is a lot groovier than you'd expect from this type of game. But like the voice samples that go with it, the music is random and just out there enough to make you realize that weirdness is what it's all about.
You can play the game itself in German, French, English and Spanish where the text will change accordingly but you can have your little troopers actually speak German, French, Japanese and a few others as well. A few dialects like Soul Man and Sergent are really out there and will be an acquired taste if you're not offended immediately.
Graphics
It's a simple 2D world, but somehow that's enough even in this age of 3D magic. Only having to worry about how far left or right and up or down that grenade or worm is positioned is probably a blessing because a 3D game like this could get awfully complicated very quickly.
There's not much animation to worry about beyond worms inching, leaves blowing and rockets, bombs and sheep launching so it all works well. Nothing ever moves that fast, even when you've ordered the overrated airstrike attack. One of the benefits of 2D is not having to worry about slowdown. Or maybe the fact that it's a turn-based strategy is what keeps everything nice and steady and crisp.
There's just something disheartening about a 2D game on a 3D machine like the N64. The Worms franchise just doesn't require any rounded features anywhere in the game. If that's the case, then we don't see any reason why the N64 version looks so much worse than Dreamcast or PC versions of Worms Armageddon.
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N64
Multi-player Bonus Totems:
Find the following totems to open up multi-player bonuses.
Hidden Characters
Yellow Ant
Location: Goldwood
Character: Vela
Requirements: None
Blue Ant
Location: SS Anubis, Generator Room 2F
Character: Any
Requirements: None
Red Ant
Location: Ichor, Military Base
Character: Juno, Lupus
Requirements: None
Green Ant
Location: Spawn Ship, Cargo Sewer
Character: Any
Requirements: None
Male Tribal
Location: Sekhmet, Channel Area
Character: Any
Requirements: Magenta Key
Female Tribal
Location: Rith Essa Mine
Character: Vela
Requirements: Mine Key
Zombie Termite
Location: Tawfret, Treehut
Character: Lupus
Requirements: None
Beetle Termite
Location: Tawfret, Lost Tomb
Character: Vela
Requirements: None
Metallic Termite
Location: Sekhmet, Spiral Walkway (hover across)
Character: Lupus
Requirements: None
Purple Termite
Location: Mizar's Palace
Character: Juno
Requirements: None
Extra Stages
Rith Essa Mine Stage
Location: Walkway (station)
Character: Any
Requirements: Powered-up
Tunnels Stage
Location: Rith Essa, Waterfalls
Character: Vela
Requirements: None
Space Station Stage
Location: Space Station, Basement
Character: Any
Requirements: None
King of the Hill
Location: Cerulean Holding Room
Type: Totem Pole
Character: Any
Requirements: None
More bonuses:
To get the following multi-player bonuses, you must fulfill the specific requirements during the game.
Cyborg Ant
Location: Various
Character: Floyd
Requirements: Get an 'Expert' rating on all Floyd Missions
Goldwood Target Range
Location: Goldwood
Type: Floyd Mission Award
Character: Floyd
Requirements: Get Gold on Goldwood Floyd Mission
Rith Essa Target Range
Location: Eschebone
Type: Floyd Mission Award
Character: Floyd
Requirements: Get Gold on Eschebone Floyd Mission
Jeff & Barry Arcade Racing
Location: Ichor Arcade
Type: Arcade Score Reward
Character: Any
Requirements: Come in first on Jeff & Barry Arcade Racing
Jeff & Barry Arcade Racing II
Location: Ichor Arcade
Type: Arcade Score Reward
Character: Any
Requirements: Come in first on Jeff & Barry Arcade Racing II
Greenwood Village Race Track
Location: Ichor Arcade
Type: Arcade Score Reward
Character: Any
Requirements: Break the top records on both Jeff & Barry arcade machines.
Mizar 3D Racer
Location: Mizar's Palace
Type: Race Award
Character: Any
Requirements: Come in first in the Mizar races.
Rainbow blood:
Collect 100 ant heads to enable Rainbow Blood in the 'Cheats' menu.
Jet Force Kids:
Collect 200 ant heads to enable this in the 'Cheats' menu.
Ants into Pants:
Collect 300 ant heads to enable this cheat in the 'Cheats' menu. It turns all the enemy drones into stick figures with big pants.
--------------------------------------------------------------------------------
Headless Zombies:
Go to the planet Tawfret and use the shurikens on the small zombie ants. Their heads will come off but they'll keep on coming. Cool huh?