N64 Games That Completely Changed

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Did you know? Many classic Nintendo 64 titles  were originally very different to what gamers   ultimately got their hands on. Though some N64  games only had minor alterations in gameplay   and visuals, as is the case with titles  like Super Mario 64 and Ocarina of Time,   some other games on the system would completely  switch genre, or even end up with an entirely   different cast of characters. In this  video we're showcasing some of the most   interesting and drastic examples of N64 games that  completely changed from concept to final product.   So let’s kick things off with a title from one  of the most important developers on the platform.   British developer Rare is behind some of the  most iconic and well-regarded games for the N64,   including the third best-selling  title on the system — GoldenEye 007. Interestingly enough, GoldenEye didn’t start as  an N64 game at all. In early-1994, Rare co-founder   Tim Stamper and designer Gregg Mayles arrived at  a Goldeneye press conference at Leavesden Studio   in London. The two came to the set to meet with  the film’s art director, Andrew Ackland-Snow, and   discuss an official tie-in game they were making  for the Super Nintendo. As reported in Nintendo   Power magazine, Rare “had just begun” working on  a side-scrolling SNES prototype around February.   We don’t know much about the SNES version of  Goldeneye: what it looked like, how it played, or   if it even started full development. However, it’s  a safe bet that it would’ve been very different   from the released version directed by Martin  Hollis. Having an interest in video games since   the days of the BBC Microcomputer, Hollis applied  for a job at Rare in 1993. His first role at the   company was as the junior programmer on the arcade  version of Killer Instinct, which was a one-year   project by fewer than ten people. Following the  completion of Killer Instinct in March 1994,   Hollis began tinkering with the new SGI  workstations, and wondered what he could do next. The SNES 007 project had petered out  by this point, and Hollis asked Tim   Stamper if he could direct a new Goldeneye  game for the Ultra 64. Stamper said yes,   and work began in early-1995 with a small  team of Hollis, programmer Mark Edmonds,   and artists Karl Hilton and Bea Jones.The  original nine-page document for the game   envisioned the title as an on-rails shooter à  la Sega’s Virtua Cop - except, in this case,   there was no lightgun. At a certain point early  on, the team decided to do both an FPS mode and an   on-rails shooter mode. In addition to Virtua Cop,  the team took heavy influence from DOOM, plus John   Woo action flicks like Hard Boiled. According to  Martin Hollis in a 2007 interview with Gamasutra,   Goldeneye was intended as a launch title for the  N64 in conjunction with the film's November 1995   release. But this did not go as planned. The  N64 got delayed in North America until April   1996 due to the chipset still being finalized  and major concerns about software quality. Making matters worse, the small team working  on Goldeneye repeatedly missed their deadlines.   The first year was spent creating an engine and  designing art assets, with more staff being added   later to help move development along. David Doak,  who assisted with AI scripting and the overall   design, was the first new hire. Junior members  such as Doak helped give the game a slightly new   vision, adding more of a Mario 64 influence rather  than Virtua Cop. Elements such as the multiplayer   mode, added six months before release, were  being done as development sped up. Goldeneye’s   multiplayer mode originally had ex-Bond actors  like Sean Connery and Roger Moore, a choice   Nintendo’s legal team was not a fan of. Much to  the team’s dismay, it had to be removed. The legal   team also did not appreciate the use of real-world  gun names, insisting that every gun be renamed by   Rare. The Klobb, perhaps the most infamous gun  in the game, was named in honour of Nintendo   producer Ken Lobb, who worked with Martin Hollis  years back on Killer Instinct. Goldeneye 007 would   release in August 1997, roughly 22 months after  the film it was based on -- transitioning from   a SNES game, to an on-rails shooter, and  eventually taking the form we know today. But before we get into more N64 games, a word  from this video's sponsor, Lamp Chronicle.   Lamp Chronicle is a beautiful 2D platformer with  Metroidvania elements -- reminiscent of the much   beloved Wonder Boy series. The game has unlockable  abilities such as an evasive dodge roll,   being able to eat while moving, and more.  Different sorts of food and potions can also   be used to recover health, and other items can  be collected, like Lost Pages, which are traded   in for abilities. Lamp Chronicle also has  Lamp Skills -- skills which can be unlocked   and used to the player’s advantage. It even has  discoverable pets throughout the world which can   join you on your journey. The “Buddy” ability also  lets players bring more pets along for the ride.   Or if combat is more your thing, Lamp Chronicle  has many weapons which can be found or crafted,   such as daggers, swords, clubs, and maces, all  with their own strengths and limitations to fit   different combat styles. All these abilities and  tools will aid you in fighting the evil energy of   darkness spreading across the land, robbing people  of their memories, and even turning some into   monsters. Playing as the novice knight trainee,  Luka, who wields the princess’ Lamp of Light,   players must fight monsters, find the missing  princess, and drive the darkness to whence   it came. Lamp Chronicle has great reviews on  steam and is currently supporting early access,   and the developers are eager to hear feedback from  players like yourself. So if you want to check out   this riveting 2D platformer, go to the link in the  description below. And now back to the N64 games. Released in North America in early 2001, the  original Paper Mario is widely considered one   of the greatest RPGs - if not the greatest  - on the N64. Part of the game’s appeal   had to do with its unique and timeless  storybook art style, which combined 3D   and 2D elements onto a single screen. But believe  it or not, the game wasn’t always going to look   this way. According to a 2000 interview with  Nintendo technical support Hiroyasu Sasano,   developers Intelligent Systems spent “close to a  year and a half” trying out different characters   and aesthetics. At one point, the team tried  using polygons via Silicon Graphics technology,   but scrapped it as they worried the style  would overlap the Zelda N64 games. They also   tested pre-rendered graphics in the style of the  original Super Mario RPG, but this quickly got   scrapped as well. On March 5, 1997, artist Naohiko  Aoyama proposed a new art direction utilizing a   single rough piece of concept art he created - a  simplistic 3D world with paper-thin 2D sprites. The team approved the idea, and it stuck for the  rest of the development. It was decided early on   that the game should be less of a sequel to  Super Mario RPG: Legend of the Seven Stars,   and more of its own thing. Despite this, the  game was previewed as “Super Mario RPG 2” as   late as the Nintendo SpaceWorld presentation in  August 1999. The name “Super Mario Adventure”   was also used for a moment, according  to a report by Nintendo Power Source.   As for the game’s badge mechanic, the team did  not want the plumber to use actual weapons,   so they opted to use an analogous customization  system instead. A few badges got scrapped during   development. One example was the “Power of Rage”  badge, which put Mario into a berzerk state with   an extremely high power level. In that same  2000 interview, Intelligent Systems director   Ryota Kawade remarked: “For some reason, [Power  Of Rage] made him turn green when he was berserk.   The programmer who created it was a Luigi fan, and  I guess the idea was that if Mario became Luigi,   it could be very dangerous.”  [Translation: shmuplations.com] But the N64 was popular for more than just its  first and second party titles. Not much is known   about the first version for Bomberman Hero, the  oft-forgotten entry in Hudson Soft’s strategic,   and literally explosive series of titles.  Surprisingly, the first version of the   game did not feature Bomberman at all, instead  starring Bonk -or “Genjin”- the caveman kid from   Hudson’s 16-bit side-scrollers. I.A. Studio,  a Machida-based studio founded in July 1990,   was contracted to help develop this “Ultra Genjin”  game. I.A. had previously worked on the Bonk games   for the TurboGrafx-16, SNES, and NES, so the  decision to bring them on board made perfect   sense. Production began in June 1995, and ended  after just six months. According to I.A. Studio   planner Shouichi Yoshikawa in an interview  with CRV of Game Developer Research Institute,   the team was inexperienced in creating 3D  platformers and struggled with turning the   2D elements of Bonk into 3D. The video game  industry was transitioning fast, and Hudson   and I.A. were having trouble adapting. Although  Ultra Genjin got scrapped, the design lived on in   the form of Bomberman Hero - released years later  in 1998 with some of the Bonk DNA still intact. The development of Nintendo’s off-beat Pokemon  spinoff, Pokemon Snap, is a strange one,   as it started life as an entirely original game  franchise. In October 2010, Nintendo published   an Iwata Asks regarding the then-newly-released  Kirby’s Epic Yarn for Nintendo Wii. The interview   discussed the initial version of Epic Yarn pitched  to Nintendo, which starred an original character   named Prince Fluff, who ended up in a supporting  role in the final game. The interview takes a   quick shift as Satoru Iwata relates this change to  Pokemon Snap, a game that some key Epic Yarn staff   were a part of. Iwata said: "Originally, Pokemon  Snap for the Nintendo 64 system was not a Pokemon   game, but rather a normal game in which you took  photos, but the motivation for playing the game   was not clear." It took three and a half years  until the completion and release of Pokemon Snap. In early-1995, Iwata, Shigeru Miyamoto, and  Shigesato Itoi began assembling the "Jack and the   Beanstalk" team - a group of Japanese developers  outside of Nintendo who could make Ultra 64 games   with new and unique approaches. The trio realized  that some Japanese development houses provided   miserable conditions and poor outlooks, leaving  many talented designers and programmers stuck in a   rut. But Jack And Beans could get these struggling  developers out of their current positions and into   a better job. The first day of Jack and Beans  was on August 20, 1995, on the second floor of   Nintendo’s Tokyo office dubbed "the table tennis  room." Yoichi Yamamoto would serve as director,   and the group began working on a photography  game starring original characters designed by   team member Shizu Higashiyama. It’s unknown  what these characters looked like, as they   didn’t stay in the game for very long. According  to Iwata, Jack And Beans had trouble figuring out   what players would enjoy taking pictures of, so  they made a "somewhat forced switch" around 1996,   replacing the original characters with ones  from Nintendo’s new sleeper hit, Pokemon. Snap was first developed for the Nintendo 64 Disk  Drive - the Japanese-only add-on for the N64.   However, due to long delays caused by poor N64  sales, Jack and Beans jumped ship and moved   over to the regular N64. In addition, at least  two stages would not make it into the final cut   of the game: a safari level featuring the unused  64th Pokémon Ekans, and a haunted stage presumably   featuring Ghost Pokemon such as Gastly, Haunter,  and Gengar. The German edition of the Pokemon Snap   Official Strategy Guide gives us a small glimpse  at what could have been, revealing concept art   for both levels not seen in other guides. In 1999,  Jack And Beans composer Ikuko Mimori released two   unused tracks from the haunted stage, proving that  the level got far enough to have music composed   for it. The music you are hearing right now is  one of those tracks, which Mimiori curiously   lists on her website as “a tune for the boss  of a stage that was cut for various reasons.”   Keep in mind that, in the final release of Pokemon  Snap, there are no proper bosses. As of the   writing of the video, this is the only evidence  we have that they ever planned for Pokémon Snap. Shortly after finishing Donkey Kong Country  2 circa October 1995, the game’s team at Rare   split off into two. Half started on the 3rd entry  in the franchise starring Dixie and Kiddy Kong;   the other began on a top-secret action-RPG game  planned as “Rare’s greatest SNES game.” Known   as Project Dream, or Dream: Land of Giants,  the title was made by a ten-man group led by   co-founder Tim Stamper. The game was kept secret  during its early stages, but the known staff   includes designer Gregg Mayles; programmers  Will Bryan, Paul Machacek, Chris Sutherland;   artists Ed Bryan and Steve Mayles; writer  Leigh Loveday and composers David Wise and   Grant Kirkhope. Project Dream starred Edson, a  misfit child in a fairytale world entangled in   a web of pirates in search of building  a flying pirate ship. On his journey,   Edson discovers Dinger - a snarky dog sidekick  that helps the player dig out hidden items. The   SNES version of Project Dream was a side-  scrolling game that took influence from   Japanese RPGs and LucasArts point-and-click  adventure titles such as Monkey Island. However, realizing that the project was too  ambitious, Rare decided to move Dream to the   N64 after just a few months of work. In a June  2016 interview with Official Xbox Magazine, Chris   Sutherland recalls the conversion process, saying,  “[Rare’s] first approach was to create flat   sprites which were pre-rendered, which looked fine  as long as you were going in a straight line. But   as soon as you went in 3D, it didn’t work. Project  Dream was more limited 3D, so it would tend to   be viewed from above for say, a troll race that  you’re running around in, or maybe you’re falling   down a cavern. But there were certain sections  where you’re moving sideways that were tricky   because as soon as you started to tilt the camera  around, the sprites started to all interweave with   each other and didn’t quite work. We realized that  the right thing to do was to move to 3D. Although   we had a lot fewer polygons, we could still imbue  some character into the characters and the world,   even though that left us with a much smaller  polygon count. It was still a lot of learning   because we didn’t know how to do cameras. It’s  fine when you’ve got a 2D camera, we knew what we   were doing there as we’d just done a whole series  of games with it. But 3D was a new world for us.” Project Dream was now on the N64. The game  took a top-down route rather than isometric,   and the fairytale setting was replaced with more  pirates. According to Gregg Mayles, this was done   to make it less childish and give the game a  broader appeal. Sadly, the ambitiousness of the   title came with some problems. Project Dream used  “an elaborate floor system” that stretched the   polygons into previously impossible landscapes.  However, due to the N64’s hardware limitations,   the system struggled to run at an  acceptable frame rate. In addition,   work on the recently-started Conker’s Bad Fur Day  (then known as Twelve Tales: Conker 64) made Rare   realize that the tried and true Mario 64 route  was the way to go — RPGs weren’t the answer.   Despite multiple playable prototypes getting  made with over 100 tracks composed for them,   Project Dream was being redone from the  ground up. The first step was to remove   the character of Edson, as Tim Stamper  believed he was too generic. At first,   the team used a rabbit character that ran on two  feet. This concept only lasted for a few days   before being scrapped — Gregg Mayles recalls  the rabbit looking like “a man in a suit.” Another character, a big skater-inspired bear with  a magic backpack designed by Tim Stamper, was met   with a much better response. Rare immediately fell  in love with the bear and decided to make him the   new star of the game. Here was the creation of  Banjo. Banjo’s sidekick Kazooie was implemented   a little later, as Rare needed something to  justify Banjo’s double-jump animation. At first,   a pair of wings sprouted from his backpack, which  didn’t make sense. Within one week, the first   level of Banjo-Kazooie was made, and it took  another 16 months for the game to be complete.   Banjo-Kazooie was released in June 1998, and  became the tenth best-selling title on the   N64. In May 2015, Tim Stamper began posting old  game material on his brand-new Twitter account.   Among the Tweets was an ongoing thread, teasing  at the idea of a Project Dream prototype for SNES,   believed to be the only one still in existence.  On July 25th, Stamper posted a single image of   the game’s title screen, proof that his prototype  still worked. It was soon donated to Microsoft,   where footage of the game was shown on Rare's  YouTube channel. The current whereabouts of the   prototype are unknown. Another Rare title that  was significantly changed was Diddy Kong Racing. At least four other versions of the game existed  before Diddy was even attached. After Killer   Instinct 2 got released in the arcade in February  1996, the development team split off to work on   two N64 games simultaneously. Half started on  the upgraded console port Killer Instinct Gold;   the other began on a real-time strategy game  similar to the Command & Conquer series. The game,   starring a caveman travelling through  time, was conceived by a group of four:   Rob Harrison and co-founder Chris Stamper  on programming; Lee Musgrave on art;   Lee Schuneman on design. This idea did not last  long. The RTS concept got scrapped after a month,   and only a few 3D renders done by Musgrave,  such as a few catapults and a woolly mammoth,   were done. Shortly after, the  team experimented on a “fun   racer” à la Super Mario Kart inspired by  the adventure elements of Walt Disney World. Going under the name Wild Cartoon Kingdom,  the racing game reused 3D assets from the RTS   prototype; Musgrave’s woolly mammoth render was  now riding in a tiny, star-spangled moped. Two   more characters, a donkey and a crab, were also  included. Much like the production of Goldeneye,   more hires from Rare helped bring things up to  speed. Wild Cartoon Kingdom got renamed to the   much blunter title Adventure Racers, and once  again to Pro-Am 64 - a reference to Rare’s   1988 NES game R.C. Pro-Am. This version of the  game had tricycle-style vehicles and starred   a new character named Timber the Tiger. It went  relatively far into production, and in June 1997,   a playable demo was privately shown to Shigeru  Miyamoto at E3. Miyamoto was impressed with   Rare’s work,and offered the company a Nintendo  IP to use for the game’s characters and setting.   While picking Donkey Kong was tempting,  Rare chose to focus the game on Diddy Kong,   as the character was their creation --  a choice which again impressed Nintendo. The development team initially hated  the idea, but eventually accepted it,   as Diddy’s inclusion would help boost marketing.  Keep in mind that, until this moment, Nintendo had   no involvement in the project whatsoever.  In a 2014 interview with Nintendo Life,   Lee Musgrave said, “Nintendo enjoyed the fact that  we chose Diddy Kong over Donkey Kong; I think that   it was us trying to build on the fact that Diddy  was ours, and Donkey Kong was theirs.” Diddy Kong   Racing would release in November 1997 worldwide.  In addition to Diddy Kong, several familiar faces   would make an appearance. Banjo from Banjo-Kazooie  and Conker from Conker’s Bad Fur Day made their   respective cameos. Timber the Tiger, the scrapped  star of Pro-Am 64, remained playable but got   pushed off as a side character. And the nameless  woolly mammoth created by Musgrave back during   the RTS prototype became Taj the Genie; and  their patriotic moped became Taj’s magic carpet. Did you also know that Nintendo 64 games  like Banjo-Tooie and Ocarina of Time had   serious anti-piracy measures? Or that there  was at least one Mario game for the N64   to never release? If you want more N64  game facts, check out the videos on screen.   And if you’re interested in seeing more videos  like this, please let us know in the comment   section below -- and subscribe for more facts  from Did You Know Gaming. See you next time!
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Channel: DidYouKnowGaming
Views: 320,639
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Keywords: n64 games, n64, nintendo 64 games, nintendo 64, nintendo, paper mario, super mario rpg 2, pokemon snap, pokemon, banjo-kazooie, banjo kazooie, project dream, diddy kong racing, pro am, pro am 64, goldeneye, goldeneye 007, goldeneye n64, bomberman hero, ultra genjin, bonk 64, did you know gaming, didyouknowgaming, dykgaming, dykg, gaming, mario, super mario
Id: IcLK2y0AgbQ
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Length: 20min 6sec (1206 seconds)
Published: Sat Jan 29 2022
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