From: owner-n64-digest@lists.xmission.com (n64-digest) To: n64-digest@lists.xmission.com Subject: n64-digest V1 #162 Reply-To: n64-digest Sender: owner-n64-digest@lists.xmission.com Errors-To: owner-n64-digest@lists.xmission.com Precedence: bulk n64-digest Thursday, January 29 1998 Volume 01 : Number 162 Re(2): Re(2): [N64] What is It About Corridor Games? [N64] 120 Stars Finally Was:Stomp the thwomp Re: [N64] 120 STARS IN MARIO!!! (SPOILER, SORT OF) Re: [N64] First Person Shooters [N64] ` Shigeru Miyamoto Interview (Edge_54) Re: [N64] ` Shigeru Miyamoto Interview (Edge_54) Re: [N64] ` Shigeru Miyamoto Interview (Edge_54) [N64] Game pronunciation Re: [N64] 120 STARS IN MARIO!!! (SPOILER, SORT OF) Re: [N64] 120 STARS IN MARIO!!! (SPOILER, SORT OF) Re: [N64] 120 STARS IN MARIO!!! (SPOILER, SORT OF) [N64] EVERYONE READ!!!!!!!! Re: [N64] Game pronunciation ---------------------------------------------------------------------- Date: Wed, 28 Jan 1998 15:45:20 +0000 From: emounger@saxonpub.com (Emerson Mounger) Subject: Re(2): Re(2): [N64] What is It About Corridor Games? n64@lists.xmission.com,Internet writes: >I don't know about you but I don't know anyone who can move fast enough to >avoid a bullet. ;') > >(Superman :) > >I forgot all about Superman. > >Goldeneye is an awesome game also. In fact I can't really decide which I >like better, but the eerie feel of Doom is what really compels me. Turok >is a lot like that also. You may need more strategy in GE007 and, of >course, the multiplayer makes it a better value, but you can't beat the >incredible level design, gorgeous scenery/sound and beauty that is Turok. > >Dave C. > I think I prefer Turok over Goldeneye because of the atmosphere of the game and controls are a bit more intuitive. Emerson [ To quit the n64 mailing list, send the message "unsubscribe n64" ] [ (without the quotes) to majordomo@xmission.com ] ------------------------------ Date: Wed, 28 Jan 98 12:24:39 EST From: "Russ Lapenna" Subject: [N64] 120 Stars Finally Was:Stomp the thwomp >Russ~ >Do a backflip ontop of the Thwomp. He'll raise himself higher in the air, and >you can then jump off his head and onto a platform to the star. >~Dash Actually I finally got it. I just did a regular jump forward off of him cause I was still running forwards. So I got all 120 stars this morning, and I must say.....what a relief. Now I can get on with my life....oh wait a minute Blast Corps is next, and then Goldeneye....oh well. Russ [ To quit the n64 mailing list, send the message "unsubscribe n64" ] [ (without the quotes) to majordomo@xmission.com ] ------------------------------ Date: Wed, 28 Jan 98 12:29:16 EST From: "Russ Lapenna" Subject: Re: [N64] 120 STARS IN MARIO!!! (SPOILER, SORT OF) >I did it, I got the last star. Thanks to all that told me how. Now all I >have to do is finish all of the other games on my cartridge. Speaking of >the end, is there anything else to do. I've talked to Yoshi, I've gone >inside the castle wall, I've seen what Bowser says now Could someone please e-mail me privately and explain to me the "inside the castle wall" part and where to go to talk to Bowser again? Oh and anything else there is to do after 120 stars. Thanks Russ Russ_lapenna@hrcc.on.ca [ To quit the n64 mailing list, send the message "unsubscribe n64" ] [ (without the quotes) to majordomo@xmission.com ] ------------------------------ Date: Thu, 29 Jan 1998 15:18:36 +1100 From: Coolguy Subject: Re: [N64] First Person Shooters At 16:12 28-01-98 EST, you wrote: >Okay, I've been visiting this new web page I found recently, >The Rare Network >(http://www.rwn.com/main/htm). In their, "Recent News," thingy, they say that >the new James Bond game from Rare won't be based on any previously existing >Bond movie, and that it won't even be based on Bond at all, rather, Rare will >make up it's own character, or use another license. Any truth to this? > >~Dash I don't know, but Rare has never specifically said they wouldmake a sequel to Goldeneye. They said they were going to rework the Goldeneye engine and maybe use that in another game. So they might release a first person shooter that has nothing to do with Bond. They could probably even rework the Goldeneye engine to make a sports game or a 3rd person game if they wanted. alexh@ivanhoe.starway.net.au [ To quit the n64 mailing list, send the message "unsubscribe n64" ] [ (without the quotes) to majordomo@xmission.com ] ------------------------------ Date: Thu, 29 Jan 98 23:11:19 +1100 From: Emile Zile (parsec?) Subject: [N64] ` Shigeru Miyamoto Interview (Edge_54) This interview with the one and only Mr. Miyamoto was conducted at the recent Nintendo Space World by the ace English game mag Edge, hope you dig it... +++ AN AUDIENCE WITH SHIGERU MIYAMOTO / Edge #54 Shigeru Miyamoto seems in fine fettle. But then he has good reason to be - in the main hall, some distance from the room in which Edge is interviewing him, his latest labour of love, Legend of Zelda 64, has Space World attendees captured in it's dizzying spell. To single out Zelda 64 is to miss the point, though; Miyamoto-san has a hand in a great many projects - not least of which are the Mario Artist series of titles being developed for the 64DD device. Here is an individual to whom creativity is king, whether that is creativity from him in game design terms or creativity from the perspective of a Nintendo 64 owner contemplating the next stage in the machine's life in Japan via the 64DD. In the following interview, Miyamoto-san discusses just about every aspect pertaining to what has become - outside of his homeland, at least - - one of the most successful games machines ever created... Edge: Can you give an outline of the games that you feel are important on display today? Shigeru Miyamoto: For a start there are titles that failed to meet the original schedule but are now about ready to go, so they're the most important titles here. Have you played them yet? Because you can feel they have a very Nintendo-like touch - I hope you like them. E: Which are the most important games at the show for you? SM: Zelda, Yoshi's Island - I mean Yoshi's Story - and F-ZeroX and 1080... because I'm working on these titles! [Laughs] E: Which one has had the most time spent on it? SM: Zelda, definitely. E: How do you divide your time up between various projects? SM: It's hard. Shifting my train of thought from one project to another isn't easy. I have to plan my time, but even then I often end up thinking of other games than the one I'm scheduled to be working on at that point. Sometimes I have to juggle two things at once. E: So what was the most difficult thing to achieve when making Zelda? SM: I suppose the biggest problem was the promotion of my time occupied by looking after software. We wanted to launch for Christmas but it will be three months late. Keeping quality high has consumed lots of time - we had to set up an environment that enabled creators and artists to work efficiently together to achieve the required quality. E: Mario offers the same kind of sense of exploration as Zelda. Was it difficult to make it feel different? SM: No, not really. There were many things we could not do with Mario64. For a start, rather than concentrating on seeking out game objectives we tried to make Zelda an experience where the player can enjoy the artist's environment and experience new sensations. People will feel something by being in Zelda's world. E: Talking of Mario, how is Super Mario 64 2 going? SM: The game has already been running for one year on the 64DD system. We have still not decided how much new data we will add to the game, but I think we will release it within one year of the DD launch. We've ported it from cartridge to 64DD, and it's likely we will release it on 64DD only. The main merit of using a dual cartridge-64DD is while the cartridge takes care of the realtime data, the 64DD can take care of switching the maps and scenario. But the new Mario game currently fits onto the 64DD disk neatly, so a cartridge is not required. E: Is there anything more you can tell us about it? SM: Well, we are currently working on a system where Mario and Luigi can co-exist, and they are both controllable by the player. But we will finalise more game elements when we finish Zelda. E: Staying with Mario, Super Mario RPG looks different to the first game... SM: The first SM-RPG was 2D, so we wanted to make one 3D and use rendering technology. As you know, SM64 is already 3D - we are looking at ways we can separate the two visually. In Yoshi's Story there is a picture book you can flip through, so in SM-RPG2 we may want to do something similar. E: Tell us about Yoshi's Story. The original game was quite a big title for you, so is this an important release? SM: Yes, but my colleague Mr Tezuka is taking care of YS for most of his time - he's our group director and has been working with me a long time. YS is being produced by him, and I'm mostly focused on Z64. As you can see, Z64's main theme is to play inside the virtual world while YS's focus is to give a storybook feel. E: What distinguishes YS from the 16bit version in your opinion? SM: The ideas in YS couldn't be realised in the previous Yoshi game and the quality is much higher overall, I think. They are virtually identical in terms of gameplay, though, and it's basically a 2D game, but in some ways it is a 2.5D game in that very large objects can rotate, and you move with the analogue stick. With the Rumble-Pak plugged in you can even feel objects tremble before they move - there are lots of new ideas. E: YS will no doubt appeal to players who appreciate colourful, cartoon-style graphics. How do you feel about the more mature content of popular games like Resident Evil and Tomb Raider? SM: Personally, I like the games you mentioned and I think that Zelda is already a step in that direction. As long as we can maintain the same high standards in our games then I would like to try anything. E: What can you tell us about the progress of the game Jungle Emperor Leo? SM: I think we're in the middle of the development phase. So far we've made three initial stages. The team has grown to 20 or more, so we must accelerate progress or it will be expensive to complete. E: In Japan, Nintendo used to be a strong format for RPGs and the N64 seems to be poorly supported so far. Do you think the 64DD will become a prominent platform for RPGs? SM: Yes, the DD is well suited to RPGs. I think that when they see that the 64DD sells, companies will start making RPGs for the 64DD. Nintendo has already announced Mother3, SM-RPG2 and Z64, and we're planning to release them within six months of the hardware launch. E: But do you not think that the noticeable lack of RPGs is one reason why Nintendo - and more importantly the N64 - is not the market leader in Japan? SM: Yes, this may be correct. There are lots of RPG fans in Japan, but I am concerned that the RPG market is shrinking rather than expanding at present. Children are currently into the Pocket Monster type of game instead. It is a kind of roleplaying game, but I suspect it is not those aspects that provoke childrens' interest in the game. E: Which of the thirdparty games have impressed you? SM: Snowbow Kids sounds good, and the Hudson and Konami games are promising. These companies are gaining experience in N64 developments, and next year they will be able to come up with good adventures and RPGs. E: Is Nintendo successful because it's exceeded expectations? Where do you find clues in developing ideas? SM: We like to do something others haven't. If I propose an idea to Mr Yamauchi that he's never heard of before, he will probably say "Do it". It's interesting and that's his philosophy. I'm trying to see things from as many angles as possible. If we just concentrate on the process of creating something, we may blind ourselves to important ideas, and our games will turn out like everyone else's. I always try to see it from another view, to ask, 'How will people actually play these? What will parents think of their kids playing?' These questions are foremost in my mind. E: There's a lot of focus on the 64DD, despite the fact that the launch has been delayed and the software is unconventional compared to most games. What do you find exciting about the system? SM: On the 64DD booth you will find the Mario Artist series and you can actually see how it works, including the video-capturing system which is really interesting. Of course it is now more than a year since we launched the N64 in Japan, and perhaps the most important aspect is that we have become accustomed to using its abilities. I think you can now see the potential of the N64 at last. E: What else should the average Nintendo fan be interested in? SM: We're showing several attachments, including the Game Boy Pocket Camera device - it's a splendid toy. And the 64GB adaptor, which connects the Game Boy and N64. With Game Boy compatibility and capture-board possibilities we can develop new horizons for entertainment. And also across the Mario Artist series, the data is transferable - you can make a picture in Picture Maker and then transfer that to Talent Maker. E: Originally it was Z64 that was being touted as the title that would be the 64DD's killer app. Why was the decision made to release this as a cartridge game? SM: I think the 64DD should be a device allowing lots of creativity. For Zelda, we wanted to prioritise the cartridge version. Now, we are going to sell the 64DD next year, so we are thinking of porting Z64 to it. We have not decided yet whether the 64DD version will be used with the cartridge, or whether we will make it into an independent game. You may be able to change game scenarios, but we are still working out such details. E: So the release date of the 64DD version is still not decided yet? SM: I think it depends on the number of staff we can get working on the DD version. E: So far then, it seems that 64DD software is being characterised by its creative traits. What plans for new gameplay experience do you have? SM: I can't really go into detail about it at this stage I'm afraid, but one example is that we will be releasing F-Zero X on cartridge and then later on 64DD. The 64DD version enables players their own cars and courses, or edit the existing ones. This editing program already exists [visible proof could be found on-screen in the Space World version] on the cartridge we are showing here, but you cannot use it without the DD... I think 'addition' will be an important keyword for the 64DD. Seasoned players who are beginning to tire of the game will be able to add some new data or courses. 'Update' will be another keyword. You will be able to update the Championship data, for example, and in doing so will be able to play against new competitors. You will be able to record the best player's performance and use it as a ghost. If such a system is successful then the next step will be to connect players to a network. E: It seems like this kind of project is for the future, whereas cartridges form your current strategy... SM: Well, this system is already is in the F-Zero X cartridge and we are going to sell the DD version next year. Maybe Pocket Monster is not well-known abroad, but is big in japan at the moment. We are showing systems here that link Pocket Monster with 64DD so that players can see the monsters in 3D and add new data. E: Was it a strategy of Nintendo's to create a link between the GB and N64? SM: If you are asking me if it's a business strategy, I have to answer yes. But I honestly believe it's very interesting to explore the possibilities of compatibility between these two pieces of hardware. As a concept it's pretty unusual in the toy world. To reflect this we're providing a new Pocket Monster character to all our visitors at Space World. Such characters will only be distributed at particular events - like Space World - so children are already experiencing additions to their games and exchanging data. The 64DD can actually expand on this. E: In the past consumers have proved reluctant in purchasing hardware add-ons for their game systems. The original Famicom Disk System was not a huge success and Sega systems such as the Mega-CD and 32X were spectacular flops. Why will things be any different for the 64DD. SM: Frankly, I wanted to release an N64 with a built in DD at the beginning... But the cost was prohibitive and we didn't have time to do it. I regret that, but we still want to release the 64DD. We'd like the disks to be as inexspensive as possible, but they will not be as cheap as CD-ROMs to manufacture. However, disks are much faster than CDs and have more storage capacity than cartridges. We are not sure about the cost of the 64DD itself, but it should be much cheaper than the console. However, as CD-ROM proliferates, a cost reduction war is developing in the market, and we do not want to get involved. We want to create software with real value. +++ Well, there it is, a fine interview with IMO the greatest game maker this globe has yet seen... Who's for a warm mug of milo after all that then? _ emile +3 (plus three) says: !BIGGER_CAGE_LONGER_CHAIN! [ To quit the n64 mailing list, send the message "unsubscribe n64" ] [ (without the quotes) to majordomo@xmission.com ] ------------------------------ Date: Thu, 29 Jan 1998 15:19:34 EST From: Dash91284@aol.com Subject: Re: [N64] ` Shigeru Miyamoto Interview (Edge_54) Hello? Is the ist down? I haven't gotten one single letter all day!!! ~Dash [ To quit the n64 mailing list, send the message "unsubscribe n64" ] [ (without the quotes) to majordomo@xmission.com ] ------------------------------ Date: Thu, 29 Jan 1998 03:27:46 -0500 From: "Jeremy Tocher" Subject: Re: [N64] ` Shigeru Miyamoto Interview (Edge_54) The list is in Perfect Condition as of now. - -----Original Message----- From: Dash91284@aol.com To: n64@lists.xmission.com Date: Thursday, January 29, 1998 3:26 PM Subject: Re: [N64] ` Shigeru Miyamoto Interview (Edge_54) >Hello? Is the ist down? I haven't gotten one single letter all day!!! > >~Dash > >[ To quit the n64 mailing list, send the message "unsubscribe n64" ] >[ (without the quotes) to majordomo@xmission.com ] [ To quit the n64 mailing list, send the message "unsubscribe n64" ] [ (without the quotes) to majordomo@xmission.com ] ------------------------------ Date: Thu, 29 Jan 98 15:50:35 -0600 From: Stephen Norum Subject: [N64] Game pronunciation Has anyone noticed just how many people pronounce Blast Corps and other game titles, or character names incorrectly? I know most people are intelligent to pronounce Blast Corps correctly (Blast Kore), but when I phoned two stores to see which used N64 games they had, they both told me "Umm, we have Blast Corpse, Mario 64, etc.". And we give our money to these people. I can't wait for the day when we rid ourselves of the ominous Mario with a long "a". I don't know how people look over the first sentence of the first game for the first 64 bit system *drumroll please* "It's a me, Maaaario!". SRN - - stephen@norumrez.usask.ca - - http://norumrez.usask.ca/n64web/ [ To quit the n64 mailing list, send the message "unsubscribe n64" ] [ (without the quotes) to majordomo@xmission.com ] ------------------------------ Date: Thu, 29 Jan 1998 18:40:48 -0800 From: Kevin Bates Subject: Re: [N64] 120 STARS IN MARIO!!! (SPOILER, SORT OF) > Could someone please e-mail me privately and explain to me the "inside the > castle wall" part and where to go to talk to Bowser again? Oh and anything else > there is to do after 120 stars. What do you mean by finish all the other games on your cartridge? When you have 120 stars, you can get Luigi too. There is a way that if you have 2 controlllers, you AND a friend can play at the same time as Mario and Luigi. Go to Webcrawler and search for Super Mario 64 or The Luigi in Super Mario 64 Homepage. It has a whole bunch of cool stuff. I only have 43 stars but I just got the game like 3 days ago. It gets some friggin' hard! I'm tempted to ask for help but I want to beat it on my own. Well ... I guess I could ask one uestion... How do you beat 'WALL KICKS WILL WORK!' in Cool, Cool Mountain? Greg [ To quit the n64 mailing list, send the message "unsubscribe n64" ] [ (without the quotes) to majordomo@xmission.com ] ------------------------------ Date: Thu, 29 Jan 1998 17:44:56 -0500 From: "Flash " Subject: Re: [N64] 120 STARS IN MARIO!!! (SPOILER, SORT OF) Uh, I am sorry to inform you, but there are a couple of things wrong in what you wrote here. > you can get Luigi too. Sorry to burst your bubble in this one, but Luigi is NOT in Super Mario 64. > There is a way that if > you have 2 controlllers, you AND a friend can play at the same time as > Mario and Luigi. Wrong again my friend, SM64 is a ONE player game, Luigi is not in it, and you cannot play it with two controllers any time. > Go to Webcrawler and search for Super Mario 64 or The > Luigi in Super Mario 64 Homepage. Sorry once more, I have been to that page, and all the screen shots there of luigi never show his face, and any simple image maker could alter those images. > > only have 43 stars Well then I must know how you know that Luigi is in the game if you have only 43 stars. According to that Luigi site, you have to get 120 stars for any of the Luigi things to work. They don't work either, I have tried some, which I am sure you haven't. > How do you beat 'WALL > KICKS WILL WORK!' in Cool, Cool Mountain? It is quite an easy level, first yave to be able to do the wall kick, then got to the world, slide down the moutain, untill you get to the big penguin. There in fron of there is a cannon, get in the cannon, shoot across the ledge, follow the path untill you get to platform like things. From there you do the wall kick till you get to the star. Hope that helps you. ~Flash _ _____________________________ _ / )| Tim Danko UIN# 5174647 |( \ / / | dankonrt@bright.net | \ \ _( (_ | " \\|// " | _) )_ (((\ \>|_/->________(o o)________<-\_|>>> <> [ To quit the n64 mailing list, send the message "unsubscribe n64" ] [ (without the quotes) to majordomo@xmission.com ] ------------------------------ Date: Thu, 29 Jan 1998 18:09:08 -0500 From: "Cutch" Subject: [N64] EVERYONE READ!!!!!!!! "Flash" is right.....there is DEFINITELY NO LUIGI IN MARIO 64!! It has been confirmed by the developers of the game, Shigeru Miyamoto (creator of mario), and Nintendo of American that Luigi is NOT in Mario 64. It has been also confirmed by EVERY news site on the face of the earth, including N64.com and Next-Gen Online. HOWEVER, Luigi is expected to be in Mario 64 2! Sorry for being so obnoxious, but I hate getting into these conversations about Luigi being in mario 64......he isn't there. - ----- Cutch wesday@saa.net Assistant Webmaster: http://www.kingdom64.com Tim, Danko@saa.net wrote: > Uh, I am sorry to inform you, but there are a couple of things wrong in what you > wrote here. > > > you can get Luigi too. > > Sorry to burst your bubble in this one, but Luigi is NOT in Super Mario 64. > > > There is a way that if > > you have 2 controlllers, you AND a friend can play at the same time as > > Mario and Luigi. > > Wrong again my friend, SM64 is a ONE player game, Luigi is not in it, and you cannot > play it with two controllers any time. > > > Go to Webcrawler and search for Super Mario 64 or The > > Luigi in Super Mario 64 Homepage. > > Sorry once more, I have been to that page, and all the screen shots there of luigi > never show his face, and any simple image maker could alter those images. > > > > > only have 43 stars > > Well then I must know how you know that Luigi is in the game if you have only 43 > stars. According to that Luigi site, you have to get 120 stars for any of the Luigi > things to work. They don't work either, I have tried some, which I am sure you > haven't. > > > How do you beat 'WALL > > KICKS WILL WORK!' in Cool, Cool Mountain? > > It is quite an easy level, first yave to be able to do the wall kick, then got to > the world, slide down the moutain, untill you get to the big penguin. There in fron > of there is a cannon, get in the cannon, shoot across the ledge, follow the path > untill you get to platform like things. From there you do the wall kick till you get > to the star. > > Hope that helps you. > > ~Flash > > _ _____________________________ _ > / )| Tim Danko UIN# 5174647 |( \ > / / | dankonrt@bright.net | \ \ > _( (_ | " \\|// " | _) )_ > (((\ \>|_/->________(o o)________<-\_| (\\\\ \_/ / -oOOO--(_)--OOOo- \ \_/ ////) > \ / \ / > \ _/ \_ / > / / \ \ > /___/ http://www.surf.to/n64rules \ > > [ To quit the n64 mailing list, send the message "unsubscribe n64" ] > [ (without the quotes) to majordomo@xmission.com ] [ To quit the n64 mailing list, send the message "unsubscribe n64" ] [ (without the quotes) to majordomo@xmission.com ] ------------------------------ Date: Thu, 29 Jan 1998 18:45:02 EST From: Branman87@aol.com Subject: Re: [N64] Game pronunciation hihihihihihi hihihihihihi hihihihihihi hihihihihihi hihihihihihi hihihihihihi hihihihihihi hihihihihihi hihihihihihi hihihihihihi hihihihihihi hihihihihihi hihihihihihi hihihihihihi hihihihihihi hihihihihihi hihihihihihi hihihihihihi hihihihihihi hihihihihihi hihihihihihi hihihihihihi hihihihihihi hihihihihihi hihihihihihi hihihihihihi hihihihihihi hihihihihihi hihihihihihi hihihihihihi hihihihihihi hihihihihihi hihihihihihi hihihihihihi hihihihihihi hihihihihihi hihihihihihi hihihihihihi hihihihihihi hihihihihihi hihihihihihi hihihihihihi hihihihihihi hihihihihihi hihihihihihi hihihihihihi hihihihihihi hihihihihihi hihihihihihi hihihihihihi hihihihihihi hihihihihihi hihihihihihi hihihihihihi hihihihihihi hihihihihihi hihihihihihi hihihihihihi hihihihihihi hihihihihihi hihihihihihi hihihihihihi hihihihihihi hihihihihihi hihihihihihi hihihihihihi hihihihihihi hihihihihihi hihihihihihi hihihihihihi hihihihihihi hihihihihihi hihihihihihi hihihihihihi hihihihihihi hihihihihihi hihihihihihi hihihihihihi hihihihihihi hihihihihihi hihihihihihi hihihihihihi hihihihihihi hihihihihihi hihihihihihi hihihihihihi hihihihihihi hihihihihihi hihihihihihi hihihihihihi hihihihihihi hihihihihihi hihihihihihi hihihihihihi hihihihihihi 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