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Kerr Avon
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There used to be a very interesting thread on the main Gamefaqs N64 board, where people could posts facts (or what they at least believed to be true) about the N64, it's games, it's scene and so on. Alright, so a lot of what was posted was unverifiable, but most of it was posted in good faith, and many discussions and counter-proofs were offered to the seemingly incorrect posts, and distilled down, this could have been made into a nice little FAQ, or at least incorporated into a larger N64 FAQ. But sadly, the topic has apparently been purged for Gamefaqs (they delete topics are a period of time).

So I thought we could try to build up a thread of N64 facts, with a view to maybe incorporating it into Alxlby's new site after it's been suitably clipped and corrected.

So please, feel free to post any N64 related facts, or things you belive might be true (please say if you only think it's true), and please say if you think anything is wrong, especially if you can offer proof.

Anyway, I'll start the ball rolling with a few (hopefully correct) facts:

N64 general

- The three games Resident Evil 2, Legend of Zelda: Majora's Mask, and Conkers Bad Fur Day jointly hold the record for the largest capacity N64 games cartridge, at 64MB.

- The N64 was the last commercial cartridge based console to be produced.

- N64 console release dates - Japan: June 23, 1996, North America: September 29, 1996, Great Britain: March 1, 1997 (source: http://en.wikipedia.org/wiki/N64)

- Number of N64s sold: 32.93 million, beating both the XBox and the Gamecube (source: http://en.wikipedia.org/wiki/N64)


- is the joint best selling first person shooter ever, along with Halo 2 and Half-Life (source: http://en.wikipedia.org/wiki/Best_selling_games#PC_2), although previously the same page listed GE as being the best selling of all FPSs, so there may be a mistake, especially as 8 million is a suspicusially round number for all three major FPSs to have allegedly sold,

- is often credited with saving the N64 from an early commercial death,

- was created entirely by people who'd never worked on a game before (amazingly!),

- the multiplayer was added almost at the end of the game's development, and was largely the work of one man.

The World is Not Enough

- The familiar Bond character Q seems to be missing from multiplayer, but he is there, but only accessible by cheating with a Gameshark or equivalent. During the game's creation, Desmond Llewelyn, who played Q, died, and out of respect the games creators removed him from the game's selection.

- TWINE (The World is Not Enough) lacks many of the features that Goldeneye has, and is often criticised for that fact. However, these omissions are largely down to MGM (who own the Bond films' copyright), rather than TWINE N64's programmers. When MGM gave Rare (well, Nintendo, who passed it onto Rare) the license to do a Bond game, the Bond name wasn't particularly associated with quality gaming (as no earlier Bond games had been very good, and most were awful), and MGM presumably had no sky-high expectations for the game (Goldeneye).

However, Goldeneye turned out to be a first class game, that not only sold a huge number of copies, but also turned the Bond name into a real draw for the gaming public. So when MGM were asked to licence out the Bond name again for another game, their attitude was more business like.

To begin with, GE (Goldeneye) contains many familair Bond icons, such as the official Bond tune, the opening scene where Bond walks on and shoots the "camera" (actually a gun barrel) and several villans from past Bond films. This is because MGM allowed Rare to use anything Bond related that Rare chose (with one execption, if I remember rightly, the American agent Jack somebody (can't remember) from the Goldeneye film, presumably because he was created outside the Bond universe, and hence had a different copyright). Yet TWINE has no traditional Bond music, no walk-on-and-shoot-the-camera scene and lacks the army of returning villains in multiplayer. This is allegedly because, MGM, realising that the Bond name now carried real weight in the gaming universe, now started to demand payment for every aspect of the Bond universe that was licensed out by them, not an all-in-one package. And allegedly EA (Electronic Art, who published TWINE) didn't want to spend extra money on the Bond music, the opening scene etc, so that is why TWINE lacks them.

Also, allegedly, MGM having seen the game Goldeneye, weren't too struck on some of GE's features, and insisted that TWINE did things differently. This is why you don't see Bond die in TWINE (as you do in GE), why there is no blood in TWINE, why there are no in-game cheats (MGM didn't want Bond associated with cheating) and why in multiplayer "good" characters cannot fight "good" (as aparently MGM didn't want Bond to be seen to be killing innocents or friendly characters).

[Source: my memory, based on what I can remember of the posts of two people (Skeleton and Dr Zhivago) who worked on TWINE, and who used to post on Gamefaqs and the offical EA forums, and answered our TWINE related questions).
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