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We didn't have to worry about the size of the cart at all when writing the game. N64: The ones you left out - was that because they weren't useful, or because of lack of cart space?įumimasa Katakami: It's because we didn't think they'd add to the game. Most of these then went into the game, although we did leave a few out.

Altogether I sketched 80 pages of actions - around 320 actions altogether - and we motion-captured 270 of them, deciding which ones would be best.


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N64: Who did you base the motion-captured players on?įumimasa Katakami: We recorded the movements of a student who played football, not a professional footballer. 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: How did you go aboutgetting the players to move so convincingly as a team?Įiji Nakagawa: Normally you'd just have attacking players, mid-fielders and defenders. We also wanted to look at how the player could be given control of all 11 players in his team. We had the possibility of moving the players in hundreds of different directions. Secondly, as there have already been several soccer games that use 3D polygons, particularly with regard to the analogue joystick. It's the first time we've ued motion capture, and we wanted the game to move as realitically as possible. Yasuo Okuda: We looked at two main areas. N64: And what did you decide would be your priorities when writing the game? Yasuo Okuda: The game we see as our main rival is Sega's Victory Goal. So, er, which football games did you look at for ideas when designing Perfect Striker? The article features an interview with the development team of International Superstar Soccer 64/ Jikkyou J.League Perfect Striker. 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. 12.1 Lifting the Lid: Inside the Nintendo 64įeature International Superstar Soccer 64.11.2 What You Want, What You Really, Really Want.
#Donkey kong country 64 expansion simulator
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This is one of the only Donkey Kong games that has yet to be available on the Virtual Console, despite the fact that, unlike most of the games that Rare has made for the system (such as the Banjo-Kazooie series, Conker's Bad Fur Day, among others), Nintendo retains full rights to the game just as with the other games in the franchise. Players can control all five Kongs in eight individual levels as well as a greater world map, a multiplayer mode, and several minigames.ĭonkey Kong 64 was the first game to require the Expansion Pak, which provides 4 MB more RAM for enhanced graphics and more expansive environments (the only other game to require the Expansion Pak for any gameplay whatsoever was The Legend of Zelda: Majora's Mask all others were optional with the exception of Perfect Dark's limited gameplay).ĭonkey Kong 64 went on to become a Nintendo 64 Player's Choice title. Donkey Kong 64 follows the adventures of Donkey Kong and four of his simian relatives as they try to win back their hoard of Golden Bananas and banish King K. Many of the levels are based on levels from the original 3 DKC games, such as the mine carts and the bonus stages. The game is a follow up to the Donkey Kong Country trilogy on the Super Nintendo Entertainment System. It was released in North America on Novemand in Europe on December 6, 1999. Donkey Kong 64 is a platform game, developed by Rare and published by Nintendo for the Nintendo 64.
