Blast Corps | |
---|---|
Developer(s) | Rare |
Publisher(s) | Nintendo |
Director(s) |
|
Producer(s) | |
Designer(s) | Martin Wakeley |
Artist(s) | Ricky Berwick |
Composer(s) | Graeme Norgate [1] |
Platform(s) | Nintendo 64 |
Release | |
Genre(s) | Action, puzzle |
Mode(s) | Single-player |
Blast Corps is an action game developed by Rare and published by Nintendo for the Nintendo 64. In the game, the player uses vehicles to destroy buildings in the path of a runaway nuclear missile carrier. In the game's 57 levels, the player solves puzzles by transferring between vehicles to move objects and bridge gaps. It was released in March 1997 in Japan and North America. A wider release followed at the end of that year.
The game was Rare's first game for the Nintendo 64. Its development team ranged between four and seven members, many of whom were recent graduates. The team sought to find gameplay to fit Rare co-founder Chris Stamper's idea for a building destruction game. The puzzle game mechanics were inspired by those of Donkey Kong (1994).
Blast Corps was released to critical acclaim and received Metacritic's second highest Nintendo 64 game ratings of 1997. The game sold one million copies — lower than the team's expectations — and received several editor's choice awards. Reviewers praised its originality, variety, and graphics, but some criticized its controls and repetition. Reviewers of Rare's 2015 Rare Replay retrospective compilation noted Blast Corps as a standout title.
Blast Corps is a single-player action video game. The player controls vehicles to destroy buildings, farms, and other structures in the path of a runaway nuclear missile carrier. The player fails if the carrier collides with an object. The eight demolition vehicles vary in the way they clear structures: the bulldozer rams, the dump truck drifts, the lightweight buggy crashes from higher ground, the motorcycle shoots missiles, another truck presses outwards from its sides, and three different robot mechs tumble and stomp from the land and the air. The player must transfer between vehicles and other machinery to solve puzzles. Objectives include transporting timed explosive crates and bridging gaps. The game's puzzles increase in difficulty [2] as the player progresses through its 57 levels. [3]
The world is portrayed from a three-quarters overhead view. The player can adjust the game's viewable perspective with zoom and horizontal panning functions. [2] Pop-up hints will guide the player in the early stages of the game, [3] and other characters audibly encourage the player as each level wears on. The cheery soundtrack increases in tempo as the level's timer runs low. [2] After completing a level, the player can return to explore without a time limit. [4] By destroying any remaining structures, finding secrets, and activating lights throughout the level, the player raises their score and final medal ranking. Activating hidden communication points in each level will unlock various secret levels, where the player completes objectives against the clock, such as completing laps on a circuit or smashing specific objects. The player can compete against a ghost copy of their previous path through a level. [2] Completing every stage unlocks a time attack mode, in which players are awarded medals for clearing the carrier's path in the fastest time. [4] Earning every gold medal in the game will unlock a set of more difficult time attack goals for each level, for which players can earn platinum medals. [5] There are no settings to change the game's difficulty, and the game saves to both the game cartridge itself and external storage. [2]
The game's story takes place on a parallel Earth, in which mankind lives in relative peace, until an event occurs that threatens the lives of the whole planet. The national government of an unnamed country discovers that the transportation of two defective nuclear missiles has gone wrong, after they begin leaking radiation. The automated carrier transporting them becomes damaged as a result and automatically sets itself on a direct course towards the site for a controlled detonation, effectively placing it in danger where the slightest jolt from hitting buildings or falling into pits would trigger the missiles, causing a catastrophic explosion.
To prevent this, the government hires the demolition company known as Blast Corps — founded by several former military soldiers who were stationed in the base the missiles came from, until an accident involving one of their members led the others to desert their post. Using a variety of different machines to assist them, Blast Corps assigns a new recruit to help clear the carrier's path, ensuring it can get past areas safely, while at the same time seeking out a group of missing scientists needed to conduct the safe detonation of the missiles. Dealing with an array of difficult situations, Blast Corps manages to prevent catastrophe, finding the scientists and putting an end to the threat from the missiles.
After Blast Corps successfully complete their mission, the company finds themselves contracted to help clear several buildings in a city in order to create an emergency runway for a space shuttle returning to Earth. The company successfully completes the mission, later earning a contract to clear debris on the moon, before its employees take a well-earned break after establishing a reputation for being the best demolition company in the business.
If you knock down buildings, it will be fun.
Rare founder Chris Stamper famously gave Blast Corps its raison d'être . [4]
Blast Corps was among Rare's first games for the Nintendo 64 and led a run of seven critically acclaimed Rare titles for the console. [4] The game's production began in early 1996. [6] The development team consisted of four recent graduates, though it expanded at times to seven concurrent staff. Martin Wakeley became the game's lead designer. He credited the team's small size for their easy progression from planning to market. Rare founder Chris Stamper was the impetus for the project. He had wanted to make a game about destroying buildings for years prior to Blast Corps's development. The team worked to fit his idea to a gameplay concept and devised a "Constantly Moving Object" conceit that would give the levels a time limit. This idea became the nuclear missile carrier. [4]
Retro Gamer credited Wakeley for Blast Corps's idiosyncratic ideas and humor in light of the game's serious premise. [4] For instance, the Mario Kart 64 "power slide" drift mechanics inspired that of Blast Corps's dump truck. Wakeley championed the drift controls against the rest of the team, who found them aggravating. The game's lead artist, Ricky Berwick, had developed the vehicle concepts without consideration for their in-game function, and the vehicles were only later retrofitted to the gameplay. One of the robot vehicles was designed without an arm because the developers had run out of computer memory to store the data and liked the look anyway. [4] Wakeley determined the game's high score "goal medal" objectives, in which players would attempt to better a set completion time on each level. Blast Corps's Japanese and American quality assurance teams later competed to push the levels to their limits, which resulted in the game's platinum level objectives. Wakeley described these platinum challenges as "just insane" and said he could only finish four himself. [4]
Wakeley saw Blast Corps as a puzzle game at its core. He was influenced by the 1994 Donkey Kong , in which the player begins each level with all the tools they need to finish but must learn how to use them. Wakeley said this was Blast Corp's core game mechanic. He was also inspired by the Super Mario 64 demo at Nintendo's annual trade show in 1995, which introduced him to the 3D analog stick and spurred him to achieve something similar. [4] The team's technical accomplishments included character and environment models composed completely of polygons and the absence of distance fog to obscure the draw distance. [2]
Nintendo published Blast Corps for their Nintendo 64. [2] In its 1995 trade show preview, it was originally titled Blast Dozer, a name it retained for its Japanese release. [7] (The team had considered other titles, including "Heavy Duty Heroes", "Blast Radius", and "Power Dozer". [8] ) Blast Corps was first released in Japan on March 21, 1997, and in North America three days later. Its European and Australian release followed on December 22. [2] The game had been in production for just over a year. [4] To promote the game, a three-part comic detailing the game's story was published in Nintendo Power issues #97–99, [9] [10] [11] later released as a graphic novel by Dark Horse Comics. [12]
Aggregator | Score |
---|---|
Metacritic | 90% (12 reviews) [13] |
Publication | Score |
---|---|
AllGame | 4/5 [14] |
Computer and Video Games | 4/5 [7] |
Electronic Gaming Monthly | 35/40 [15] |
GameSpot | 8.4/10 [16] |
IGN | 9/10 [2] |
N64 Magazine | 88% (JP) [17] 88% (US) [18] |
Next Generation | 4/5 [19] |
The game received "universal acclaim", according to review aggregator Metacritic, [13] and "unanimous critical success", according to Retro Gamer . [4] Reviewers highly praised the novelty and variety of Blast Corps's gameplay. [2] [16] [3] [7] [15] [19] [20] [21] Peer Schneider of IGN , in particular, lauded the game's originality. [2] Trent Ward commented in GameSpot that the premise taps into childhood fantasies, while "the unique relationship between the terrain and the vehicles you pilot ensures that Blast Corps will exercise your mind as well as your reflexes". [16]
Reviewers struggled to master the game's controls. [2] [3] [15] GamePro 's Slo Mo praised this aspect of the game, saying that even mastering the extreme precision of the steering is fun, and rewards the player with both better gameplay technique and an appreciation for the strong distinction between the game's many vehicles. [21] Schneider likewise overcame his initial concerns to appreciate the complexity of the controls and the differences between the vehicles. He considered the locked camera view restrictive when compared to the unrestricted 3D camera in the game's contemporaries. Schneider thought the game should have been longer, with fewer bonus levels and more main missions, though he did appreciate the pacing, design, and difficulty of the included levels. [2] Slo Mo instead asserted that "Over 60 levels and hidden areas within hidden areas give you your money's worth". [21] A Next Generation critic agreed, asserting that the vast size of the levels and numerous secrets and bonus areas make Blast Corps "one of the few Nintendo 64 games that justifies its exorbitant price tag". [19] Shawn Smith and Sushi-X of Electronic Gaming Monthly (EGM) thought the game was repetitive, [15] as did Computer and Video Games. The latter, though, praised Blast Corps's level design and difficulty progression. [7] Ward had fewer reservations, writing that "basically what you have here is a game with great graphics, great sound, and a great premise. What's even more impressive is that the game doesn't really have any substantial flaws to speak of – unless you want to count lack of a two-player mode, which really isn't fair." [16] Crispin Boyer of EGM wrote that the game's best feature was its "palpable sense of suspense" as the carrier advanced on resistant buildings. [15]
Critics praised the game's graphics and sound. [2] [16] [3] [15] [19] [22] [21] Schneider found the game unpretentious in comparison to video game trends of photorealistic rendering and cartoonish art. He likened the slick vehicle animations and metallic elements to Micro Machines and Rare's R.C. Pro-Am . Schneider praised the game's texture maps, which made the night scenes and houses look realistic, and the canyons breathtaking. He wrote that the game's 3D programming was errorless, and was particularly pleased about the game's lack of fog, usually used to cover developer limitations. [2] EGM echoed Schneider's praise of the deep landscapes, which Boyer called "incredible". [15] Scott McCall ( AllGame ) praised the game's realistic polygonal models and technical prowess, [14] and Steve Polak ( The Weekend Australian ) wrote that Blast Corps showcased the console's graphics capabilities. [23] Schneider described the soundtrack as between "70s pop, disaster movie score, and Country Bear Jamboree". He praised the range of engine, tire screeching, and crashing sound effects. [2] Reviewers disliked the country music tracks with jaw harp. [2] [15]
IGN wrote that Blast Corps exemplified qualities of enjoyable Nintendo Entertainment System and arcade games, [2] while EGM considered the game unlike all others. [15] Retro Gamer wrote that the game's combination of puzzles and continuous destruction made the game so unique as to defy genre classification. The magazine described the gameplay concept of returning to explore without a time limit as "a stroke of genius". [4] Retro Gamer thought of Blast Corps as a 3D successor to "nail-biting reaction games" such as Loco-Motion . [24] Computer and Video Games agreed with a reader that Blast Corps was part of a "Destroy" subgenre including games like Desert Strike , Return Fire , and Body Harvest , [25] and Matt Fox of The Video Games Guide put the game in a lineage with Highway Encounter and Lunar Jetman . [26] Slo Mo said it was "like Pilotwings with a kamikaze twist. It's a multifaceted game that melds a slick vehicle sim and a mind-thumping action/strategy challenge with massive destructive force." [21] Schneider said Blast Corps was on par with the quality of Shigeru Miyamoto games and an excellent display of Rare's potential. [2] Next Generation described it as "effectively every Tonka fantasy brought vividly and explosively to life". [19]
EGM named it a runner-up for "Most Original Game of the Year" (behind PaRappa the Rapper ) at their 1997 Editors' Choice Awards. [27]
Blast Corps sold close to a million copies. The game sold reasonably well in Japan. [4] Metacritic ranked the title among the top ten games released in 1997. It remained Metacritic's highest ranked 1997 Nintendo 64 game after GoldenEye 007 . [28] Blast Corps was selected as Electronic Gaming Monthly's May 1997 Game of the Month [15] and an IGN Editors' Choice. [2] Later the same year, Electronic Gaming Monthly ranked it number 93 on their 100 best console video games of all time, remarking, "C'mon, not only are you driving all the vehicles you thought were mega cool as a kid – you're using 'em to plow through buildings." [29] Four of six Nintendo Power reviewers recommended the game. [3]
Wakeley, the game's designer, considered making a sequel as an action combat game, but thought the concepts behind Blast Corps had been fully exhausted. [4] After praising the game in a 2010 Rare retrospective feature, Retro Gamer's writers craved a sequel. [24] The magazine said the title was proof of the company's inventiveness. Steve Ellis, who was a programmer at Rare, thought Blast Corps to be among the company's most underrated games, and though its physics were now dated, he continued to find the game fun enough to revisit regularly. [30] Blast Corps is included in Rare Replay , a compilation of 30 Rare titles, released on the Xbox One on August 4, 2015. [31] The release's bonus features included behind-the-scenes interviews with Blast Corps's developers. [32] Blast Corps was a standout favorite among Rare Replay reviewers. [33] [34] [35] [36] [37] [38] The game was re-released on the Nintendo Switch Online + Expansion Pack in North America and Europe on February 21, 2024, [39] and in Japan on April 24, 2024. [40]
Rare's Blast Corps began a run of highly praised Nintendo 64 games, including GoldenEye 007 , Banjo-Kazooie , Perfect Dark , and Jet Force Gemini . Retro Gamer wrote that Rare had doubled the number of classic Nintendo 64 games and was an important alliance for Nintendo. [4] Microsoft acquired Rare in 2002 for a record price of $377 million. [4] [41] After the industry had changed, Blast Corps designer Martin Wakeley reflected a decade after the game's 1997 release. In 2009, Wakeley said, a studio would rarely entrust the scope of a project like Blast Corps to a team of four recent graduates. [4]
The staff of Nintendo Power (1997) and IGN (2014) both listed Blast Corps in the bottom halves of their top 100 Nintendo games of all time. [42] [43] Official Nintendo Magazine ranked the game 84th on a list of the greatest Nintendo games. [44]
Donkey Kong Country is a 1994 platform game developed by Rare and published by Nintendo for the Super Nintendo Entertainment System (SNES). It is a reboot of Nintendo's Donkey Kong franchise and follows the gorilla Donkey Kong and his nephew Diddy Kong as they set out to recover their stolen banana hoard from the crocodile King K. Rool and his army, the Kremlings. The single-player traverses 40 side-scrolling levels as they jump between platforms and avoid obstacles. They collect items, ride minecarts and animals, defeat enemies and bosses, and find secret bonus stages. In multiplayer modes, two players work cooperatively or race each other.
Donkey Kong 64 is a 1999 platform game developed by Rare and published by Nintendo for the Nintendo 64. It is the only Donkey Kong game to feature 3D gameplay. As the gorilla Donkey Kong, the player explores themed levels to collect items and rescue his kidnapped family members from King K. Rool. The player completes minigames and puzzles as five playable Kong characters—each with their own special abilities—to receive bananas and other collectibles. In multiplayer modes, up to four players can compete in deathmatch and last man standing games.
GoldenEye 007 is a 1997 first-person shooter video game developed by Rare and published by Nintendo for the Nintendo 64. It is based on the 1995 James Bond film GoldenEye, with the player controlling the secret agent James Bond to prevent a criminal syndicate from using a satellite weapon. They navigate a series of levels to complete objectives, such as recovering or destroying objects, while shooting enemies. In a multiplayer mode, up to four players compete in several deathmatch scenarios via split-screen.
Banjo-Kazooie is a 1998 platform game developed by Rare and published by Nintendo for the Nintendo 64. Controlling the player characters, the bear Banjo and the bird Kazooie, the player attempts to save Banjo's kidnapped sister Tooty from the witch Gruntilda. The player explores nine nonlinear worlds to gather items and progress. Using Banjo and Kazooie's traversal and combat abilities, they complete challenges such as solving puzzles, jumping over obstacles, and defeating bosses.
F-Zero X is a 1998 futuristic racing video game for the Nintendo 64 console, developed and published by Nintendo. It is a sequel to the original F-Zero (1990), and is the first F-Zero installment with 3D graphics. The game has a steep learning curve and its gameplay experience is similar to that of the original. An Expansion Kit, including a track and vehicle editor, was released in Japan in 2000.
Jet Force Gemini is a 1999 third-person shooter developed and published by Rare for the Nintendo 64 video game console. The game follows the story of three members of a galactic law enforcement team as they try to stop a horde of drones led by an insectoid called Mizar. It features a single-player mode where the player must explore a galaxy and save Tribals, a race of survivors who have been enslaved and imprisoned by Mizar, and places strong emphasis on shooting large numbers of enemies while dodging their attacks. The game also includes a multiplayer mode where two to four players can compete in traditional deathmatch games.
Conker's Bad Fur Day is a 2001 platform video game produced by Rare for the Nintendo 64. The game follows Conker, a greedy, hard-drinking red squirrel who must return home to his girlfriend, Berri after binge drinking. Most of the game requires the player to complete a linear sequence of challenges that involve jumping over obstacles, solving puzzles, and fighting enemies. A multiplayer mode in which up to four players can compete against each other in seven different game types is also included. It is the second installment in the Conker series, after Conker's Pocket Tales (1999).
Mischief Makers is a side-scrolling platform game developed for the Nintendo 64 gaming console by Treasure, and published in 1997 by Enix in Japan and by Nintendo internationally. The player assumes the role of Marina Liteyears, a robotic maid who journeys to rescue her creator, Professor Theo, from the emperor of Planet Clancer. The gameplay is displayed in 2.5D, based on grabbing, shaking, and throwing objects within five worlds and 52 levels.
Solar Jetman: Hunt for the Golden Warpship is a multidirectional shooter video game developed by Zippo Games and Rare and published by Tradewest for the Nintendo Entertainment System. It was released in North America in September 1990 and in Europe by Nintendo on 26 September 1991. The game is the third installment of the Jetman series and was later re-released by Nintendo for their NES-based PlayChoice-10 arcade system in the United States in 1990.
R.C. Pro-Am is a racing game developed by Rare and published by Nintendo for the Nintendo Entertainment System. It was released in North America in February 1988, and then in Europe on April 15. Presented in an overhead isometric perspective, a single player races a radio-controlled car around a series of tracks in vehicular combat. Each track qualifies its top three racers for the next track. Collectible power-up items improve performance, hazards include rain puddles and oil slicks, and missiles and bombs can temporarily disable opponents. Originally titled Pro Am Racing, it was ported to the Sega Genesis in 1992 as Championship Pro-Am, an enhanced remake with enhanced graphics and additional features. R.C. Pro-Am spawned two sequels: Super R.C. Pro-Am in 1991, and R.C. Pro-Am II in 1992.
Diddy Kong Racing is a 1997 kart racing game developed and published by Rare for the Nintendo 64. The game revolves around Diddy Kong and his friends' attempt to defeat the intergalactic antagonist, a wizard pig named Wizpig, through winning a series of races. The player takes control of any of the featured characters throughout the game. Diddy Kong Racing features five worlds with four racetracks each, and the ability to drive a car, hovercraft, or pilot an aeroplane.
Wave Race 64 is a 1996 racing video game developed and published by Nintendo for the Nintendo 64. Gameplay involves the player racing on a personal watercraft on a variety of courses while successfully manoeuvring the vehicle around various buoys. A multiplayer mode where two players can compete against each other on a chosen course is also included. The game supports the Controller Pak, which allows players to transfer saved data from one game cartridge to another. The game is presented in a letterboxed 14:9 aspect ratio.
R.C. Pro-Am II is a racing video game developed by Rare and released by Tradewest for the Nintendo Entertainment System in December 1992. The game is the sequel to the 1988 R.C. Pro-Am and features similar gameplay with a wider variety of tracks, currency-based vehicle and weapon upgrades, and bonus stages. In R.C. Pro-Am II, four players, either human or artificial intelligence, race on a series of tracks to finish first while avoiding obstacles and hazards. The winner receives race points and money. The game features a multiplayer mode in which up to four human players can compete against each other simultaneously.
FIFA Soccer 64, known in Europe as FIFA 64 and in Japan as J. League Live 64, is an association football video game developed by EA Canada and published by Electronic Arts for the Nintendo 64. The cover features Manchester United midfielder Jordi Cruyff. The game garnered mixed reviews from critics upon release. Although its simulation was generally praised as realistic, reviewers critiqued the jerky animation, choppy frame-rates, unresponsive controls, and underwhelming usage of the Nintendo 64's capabilities. The Japanese version has officially licensed players and teams from Japan's J. League.
Banjo-Kazooie is a platform game series developed by Rare. The games feature a male bear named Banjo and his friend, a large female red bird named Kazooie, both of whom are controlled by the player. Banjo originally made his debut as a playable character in 1997 as part of the cast of Diddy Kong Racing. Throughout the various games, they are tasked with thwarting the various evil schemes of a witch named Gruntilda. The first game, Banjo-Kazooie, was released in 1998 to critical acclaim and was followed by three sequels and a spin-off racing game.
Donkey Kong is a video game series and media franchise created by the Japanese game designer Shigeru Miyamoto for Nintendo. It follows the adventures of Donkey Kong, a large, powerful gorilla, and other members of the Kong family of apes. Donkey Kong games include the original arcade game trilogy by Nintendo R&D1; the Donkey Kong Country series by Rare and Retro Studios; and the Mario vs. Donkey Kong series by Nintendo Software Technology. Various studios have developed spin-offs in genres such as edutainment, puzzle, racing, and rhythm. The franchise also incorporates animation, printed media, theme parks, and merchandise.
Contra III: The Alien Wars is a 1992 run and gun video game developed and published by Konami for the Super Nintendo Entertainment System (SNES). It is the third home console entry in the Contra series after Contra (1988) and Super C (1990) for the Nintendo Entertainment System (NES). In PAL regions, it was retitled Super Probotector: Alien Rebels and the player characters were replaced with robots. The player is tasked with fighting off an alien invasion of Earth across six stages. Four stages feature side-scrolling action traditional to the series while two are presented from an overhead perspective. It is the first Contra title to have been directed by Nobuya Nakazato who later directed other games in the series. He designed Contra III to feature more comical elements, a more cinematic soundtrack, and tighter stage design than its predecessors.
Rare Replay is a 2015 compilation of 30 video games from the 30-year history of developers Rare and its predecessor, Ultimate Play the Game. The emulated games span multiple genres and consoles—from the ZX Spectrum to the Xbox 360—and retain the features and errors of their original releases with minimal edits. The compilation adds cheats to make the older games easier and a Snapshots mode of specific challenges culled from parts of the games. Player progress is rewarded with behind-the-scenes footage and interviews about Rare's major and unreleased games.
Killer Instinct Gold is a fighting game developed by Rare and published by Nintendo for the Nintendo 64. It is based on the arcade game Killer Instinct 2. Players control characters who fight on a 2D plane set against a 3D background. Players press buttons to punch and kick their opponent in chains of successive hits, known as combos. Large combo successions lead to stronger attacks and brutal, stylistic finisher moves underscored by an announcer. Characters—including a gargoyle, a ninja, and a femme fatale—fight in settings such as a jungle and a spaceship. Killer Instinct Gold includes the arcade release's characters, combos, and 3D, pre-rendered environments, but excludes its full-motion video sequences and some voice-overs due to restrictions of the cartridge media format. The Gold release adds a training mode, camera views, and improved audiovisuals.
Kameo: Elements of Power is a 2005 action-adventure video game developed by Rare and published by Microsoft Game Studios. The player controls Kameo, a 16-year-old elf, who must travel across the land, rescuing her family while collecting Elemental Sprites and Warriors in a beat 'em up style combat against the trolls that stand in her way. Kameo's ten elemental powers let her transform into creatures and use their varied abilities to solve combat-oriented puzzles and progress through the game's levels.