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The Awesome, 100% Accurate Planetary Orbits Of Blast Corps’ Map Screen
Blast Corps, for the Nintendo 64, didn’t seem to give much of a damn for accurate physics. You could drive on gas-giant Neptune and it had the lowest gravity of any of the game’s extraterrestrial levels (it should be the highest). But as GameXplain marvellously demonstrates, the map menu is jaw-droppingly true to life.
These Former Big-Budget Shooter Devs Are Overjoyed To Bring You The 99c Twist Pilot
Steve Ellis is responsible for the beloved multiplayer aspect of Rare’s classic Nintendo 64 shooter Goldeneye 007, and was a founder of Free Radical Design, the studio behind the TimeSplitters franchise. Martin Wakeley was a designer and producer at Rare, creating beloved titles like Blast Corps and Jet Force Gemini before joining Ellis at Free Radical. Lee Musgrave was the head of art at Rare, where he designed the look for Microsoft’s Xbox Live Avatars.
Ex-Rare Developers Dazzle With A Beautiful And Relaxing Japanese Game
iPad game Tengami is centred around the traditional Japanese pop-out arts and crafts. Designed by Nyamyam (an indie studio started by former Rare devs), Tengami utilises the idea of paper popping up and down when turning a page.
Before It Became Star Fox Adventures, It Was Dinosaur Planet, And It Looked Like This…
Before it became Star Fox Adventures, Rare’s Gamecube launch title was a new IP called Dinosaur Planet, and it was supposed to be released on the N64. After Miyamoto and Nintendo reviewed footage of the game, Shiggy mentioned the main character looked a lot like Fox McCloud, and the game was promptly reworked under using the Star Fox license, and released for the GameCube.
This Goldeneye 007 Postmortem Presentation Is Pretty Awesome
In 1997 it was possible for a game to arrive in stores, or arrive on the desk of reviewers worldwide, and be this incredible surprise attack you didn’t see coming. Nowadays that might happen with an indie game, or something on iOS, but it never happens on consoles. There’s too much at risk. This is why this Goldeneye 007 developer retrospective, by Martin Hollis, who worked on the game, is so interesting.
The Team That Made GoldenEye Was All For Adding That Famous Multiplayer Last Minute—They Just Didn’t Tell Their Bosses
Fellow gamers who came of age in the late 1990s may remember that any time four or more of their friends got together in one place, a round of GoldenEye was almost certain to break out. From 1997 through at least 1999, it seemed to be almost everywhere. Even players (like yours truly) who didn’t own a Nintendo 64 put in at least a few rounds at friends’ houses. Whether you remember it fondly or think it was terrible, GoldenEye, and particularly its multiplayer, were a staple of the times.
At Least This $20,000 Banjo-Kazooie Toy Comes With Free Shipping
I like video game toys as much as the next guy. There are even a few toys out there that I’d be willing to pay money for. But 20 thousand dollars seems a bit high. And yet that’s the price that this one-of-a-kind Banjo-Kazooie prototype figure is selling for on eBay right now.



















