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Star Fox Adventures
North American cover art
Developer(s)Rare
Publisher(s)Nintendo
Director(s)Lee Schuneman
Producer(s)
Designer(s)Steven Brand
Shaun Read
Programmer(s)Phil Tossell
Artist(s)Kevin Bayliss
Johnni Christensen
Keith Rabbette
Composer(s)David Wise
Ben Cullum
SeriesStar Fox
Platform(s)GameCube
Release
  • NA: 23 September 2002
  • JP: 27 September 2002
  • AU: 15 November 2002[1]
  • EU: 22 November 2002
Genre(s)Action-adventure, beat 'em up, shooter
Mode(s)Single-player

Star Fox Adventures is a 2002 action-adventure game developed by Rare and published by Nintendo. It began as essentially two separate projects that were in development in conjunction with each other: A proposed action adventure sequel to Star Fox 64 that began development within Nintendo EAD at Kyoto, and Dinosaur Planet, an original property created by Rare that was in development since 1997.[2] Nintendo producer Shigeru Miyamoto convinced Rare to merge the two projects, and also shift development forward one hardware generation to the GameCube, leaving the game’s initial planned release on the Nintendo 64 cancelled.[3]

The game was released on September 23, 2002 as Rare's only GameCube game and as the final game that Rare developed for a Nintendo home console before being acquired by Microsoft the day after Star Fox Adventures was released in the United States.[4] The game's story takes place eight years after the events of Star Fox 64. Players take control of Fox McCloud, who is sent on a mission to visit a planet in the Lylat System and prevent its destruction.

Star Fox Adventures was a commercial success and received mostly positive reviews, notably for its detailed graphics, new designs of characters including Fox, and its dynamic environments. However, the voice acting and the departure from the traditional Star Fox-style gameplay received some criticism.

Gameplay

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Fox McCloud in combat with enemies. The interface displays the player's health, controls, and timer.

The game is played from a third-person perspective with full camera control in most areas and the ability to use a first-person perspective for looking around a location, with the players able to use a widescreen mode, provided that their console is hooked up to a television set that has widescreen capabilities.[5] The game's story focuses on two different styles of gameplay which the player switches between at various points.

The first style of gameplay is Adventure Mode, which is the main mode, and operates in a similar manner to that of The Legend of Zelda series, especially Ocarina of Time.[6][7][8] In this mode, players control the game's protagonist as they explore thirteen different locations on foot, each of which unlocks when the player completes a specific task or acquires a new requisite skill, in order to progress the story.[9] Some of the gameplay mechanics are similar in fashion to those in the Zelda games: Adventures has a form of currency called Scarabs, that can be used to purchase healing items, new equipment, and maps of the various locations; the main character's health is divided into hearts consisting of four segments and vaguely resembling fox heads, with the player beginning with three hearts and earning a new one after completing key stages of the story; the character can climb ladders and ledges, swim, and jump between platforms, but cannot freely jump themselves; some areas require the player to solve a puzzle to acquire something or move on; and the game features a day-and-night phase, though this is more gradual than in Zelda games.[9][7][5]

The main character comes equipped with a staff after the initial stages of the game, which functions as both a weapon, and a tool for exploration and puzzle-solving. Combat is mainly melee-orientated, with players locking-on to an enemy upon moving in close. Once in combat, an enemy's health is displayed as a heart icon above them, with players able to strafe and roll around a target to dodge attacks, while using the staff to either block incoming strikes, or attack an enemy.[6] As a tool, the staff can be used to open containers, operate mechanisms, or lift up stones to uncover hidden caves and boulders to find items. As the player progress in the story, the staff can be upgraded with powers that can help in combat or assist in solving puzzles and exploring locations, including the ability to fire projectiles at enemies or trigger switches, and a special jump ability to reach places that are inaccessible through normal methods. However, using such powers requires magical energy, which the player can recover by retrieving special crystals from the environment.[5] Along with the staff, the player also has a sidekick that joins them after a certain stage of the story, who can help by finding them items and using certain abilities to open up new areas. Such abilities, referred to as tricks, require the player to feed them with special mushrooms, with each one constituting one trick that can be performed, with the sidekick able to perform a maximum of six tricks when fully fed before needing more mushrooms. The game's inventory system focuses on three areas - collectibles, staff powers, and Tricky abilities - with the player able to use three scanner systems in the game - a mini-map of a region (provided a map has been purchased first), a scanner to give information on objects in that are approached, and a fuel cell radar.

The second style of gameplay is Arwing Mode, and functions in a similar manner to other games in the Star Fox series. In this mode, the player decides where on Dinosaur Planet they wish to go; at the beginning of the game, the planet itself, the game's overworld, is only accessible, but upon unlocking a planet segment during the Adventure Mode, the player gains access to travelling there via Arwing. Upon choosing a destination, the player engages in an on-rail segment, in which players dodge obstacles while shooting down enemies, with the ability to fly through silver rings to recover some health, and being able to use super-bombs to eliminate groups of enemies. In order to visit a place, the player must fly through a set number of gold rings; each segment has around 10 gold rings, and the player will need to fly through more to reach later areas, or be forced to repeat the segment. In addition, the player must also acquire a certain amount of fuel cells during Adventure Mode, before they can use the Arwing to travel somewhere. Once they reached the area once, Fuel Cells are not consumed to travel to the place again.[9][5]

Story

[edit]

Characters and settings

[edit]

Star Fox Adventures features both the established main characters of the Star Fox series—Fox McCloud, Falco Lombardi, Slippy Toad and Peppy Hare (though Falco is absent for the majority of the game), as well as a host of new characters, including a mysterious blue fox named Krystal and the small dinosaur Prince Tricky. The entire planet is populated with dinosaurs, like the tyrannical General Scales, and other prehistoric animals such as pterosaurs and mammoths.[5]

The entire game takes place on the world of Dinosaur Planet (known as "Sauria" in subsequent games) and a number of detached pieces of the planet that are suspended in orbit around it. Dinosaur Planet is ruled by the EarthWalker tribe, resembling ceratopsians, and the rival CloudRunner tribe, similar to pterosaurs and birds. The SharpClaw tribe are villainous humanoid theropods.[5] Andross also appears as the final boss.

Synopsis

[edit]

Eight years after Fox McCloud defeat Andross, Krystal investigates the destruction of her home planet, Cerinia, and the death of her parents. Receiving a distress call from Krazoa Palace,[5] Krystal discovers that it was attacked by General Scales and the SharpClaw army. Krystal is persuaded by a wounded EarthWalker in the Palace to collect the Krazoa Spirits and return them to the palace, which would supposedly tilt the war in the dinosaurs' favour and stop Scales.[10] After releasing the first one, however, a mysterious being sends Krystal into the spirit's path, trapping her in a floating crystal atop the palace until all the spirits can be returned.

Meanwhile, on the edge of the Lylat System, General Pepper contacts the Star Fox Team, asking them to investigate the invasion of the Dinosaur Planet.[11] Since the team are desperate for money and maintenance, the team leader Fox McCloud agrees to take a look, arriving unarmed at Pepper's request to avoid trouble with the locals. On the planet's surface, Fox obtains and wields the magic staff which Krystal lost earlier. Fox learns from the Queen of the EarthWalker Tribe that Scales stole four Spellstones from the planet's two Force Point Temples.[5] Resolving to prevent the planet from breaking up further and restore it to its original unity, Fox traverses the planet and retrieves the stones to the temples, with the help of the Queen's son, Prince Tricky. As Fox retrieves the stones, he discovers that he must also retrieve the other five Krazoa Spirits to repair the planet[12] and save Krystal.[13] When Fox finds the last spirit, he discovers that it is guarded by Scales himself. However, just as Fox and Scales engage in combat, a mysterious voice orders Scales to surrender the spirit, to which he reluctantly agrees. Fox takes the spirit to the Krazoa Shrine and frees Krystal.

The spirits are forced into the head of a Krazoa statue, which reveals itself to be the resurrected Andross, the mastermind behind the spirit scheme, who flies off to resume his conquest of destroy the Lylat System.[14] When Falco Lombardi arrives in space,[15] he helps Fox destroy Andross once again, restoring and repairing the Krazoa spirits to the planet. Afterwards, Falco rejoins the Star Fox team and Krystal is recruited into the team, beginning a romance with her and Fox. They then have a child named Gabe Itch.

Development

[edit]
Dinosaur Planet artwork showing various characters, including Krystal's original design

Star Fox Adventures had its origins in two separate projects, one of these being Dinosaur Planet, a Nintendo 64 game unrelated to the Star Fox series.[16] According to lead engineer Phil Tossell, development of Dinosaur Planet began after the release of Diddy Kong Racing (1997), with two teams to work on Dinosaur Planet and Jet Force Gemini toward the end of the Nintendo 64's lifespan.[2] The game was changed many times during early development before Rare settled on the eventual idea of an open world adventure-game based around two interwoven stories.[2] According to Kevin Bayliss, a lead developer for the game for Rare, Dinosaur Planet was originally to feature Timber, the tiger character from Diddy Kong Racing, as that game was originally planned to be RC Pro-Am 64 and featuring Timber until Nintendo suggested them to work it into the Donkey Kong intellectual property. They set Timber as a time-traveler into a prehistoric world in gameplay similar to The Legend of Zelda: Ocarina of Time. As they developed the game, they found it better to shift the main character to two separate ones, Sabre the wolf and Krystal the fox, forgoing Timber's appearance.[17] Eventually, the plot for Dinosaur Planet concerned Sabre and Krystal, along with sidekicks Tricky and Kyte (who both appear in the finished game), and Randorn, a wizard who was Sabre's father and Krystal's adoptive father (who was dropped entirely). The game featured elements such as the 'SwapStone', which would let the player switch between Krystal and Sabre.[16] Dinosaur Planet was intended to be Rare's last game for the Nintendo 64 and was adorned with gameplay and cinematics introduced by Ocarina of Time.[16] Dinosaur Planet initially utilised the Nintendo 64's Expansion Pak and was housed in a 512-megabit (64 megabyte) cartridge, which is the largest size the console would have.[16]

Star Fox Adventures originated here in Kyoto: personally, I’ve been working on the series for a long time and am quite attached to it, so I went to Miyamoto like, “let me do it! let me do it!” and he replied with, “for this game, why not try an adventure-style game instead of a shooting game?”, and so Morita and I began toying around with various ideas. 

Takaya Imamura on the advent of Star Fox Adventures' initial development, before it was merged with Dinosaur Planet, in an interview with Nintendo Dream[3]

In the meantime, at Nintendo's headquarters in Kyoto, Star Fox creator Takaya Imamura, feeling attachment to the series, had requested Nintendo producer Shigeru Miyamoto to let him produce a sequel; he obliged, but requested the game to instead be an action adventure title, forgoing the series' usual 3D rail shooter gameplay. Imamura, as well as programmer Kazuaki Morita, began experimenting with various ideas for what was to be called Star Fox Adventures, such as having Fox run around on-foot and shooting down enemies with a gun. However, the project wasn't making much progress due to it being a late stage N64 title and much of the staff being pulled away to work on bigger projects such as Mario and The Legend of Zelda for the then-coming Nintendo GameCube.[3]

Bayliss said that Rare developed Dinosaur Planet in earnest, including preparation of a large E3 2000 demonstration, without considering that Nintendo already had the Star Fox property.[17] The Dinosaur Planet demo caught Miyamoto's attention, noticing the similarities of Rare's anthropomorphic design of Sabre to Nintendo's Fox McCloud design were striking.[18][19] Just prior to E3 2000, Nintendo asked Rare to keep discussion of Dinosaur Planet quiet and arranged a meeting with Rare to see about a "marriage" of Dinosaur Planet and their Star Fox Adventures concept during the event.[17] The two agreed to the idea of Star Fox Adventures: Dinosaur Planet as a Nintendo 64 game, maintaining as much of Rare's work. Bayliss, Tossel, and Lee Schuneman later met with Nintendo in Japan in the weeks that followed to further discuss how to merge the properties, such as bringing Fox McCloud and the other Star Fox characters into the game, adjusting the art style of the other characters of Dinosaur Planet to match, and developing a story to fit into the Star Fox canon.[17]

In February 2021, a late development version of Dinosaur Planet for the Nintendo 64 dated December 2000 was leaked online, having been acquired from a collector in Sweden. The build features a unique model for Fox instead of Sabre, indicating that Miyamoto's intervention happened before the decision was made to transition the game to GameCube.[20][21]

We were slightly disappointed at having to change Dinosaur Planet as we had all become so attached to it, but we could also see the potential of using the Star Fox licence.

Phil Tossell in an interview with NintendoLife[2]

I think somewhere in his mind, Miyamoto’s always pictured Star Fox as somewhat mature, and he’s been saying things like “wouldn’t it be good to add a slightly sexy character?” since the beginning. Likewise, for Star Fox 64, although the game certainly appeals to children somewhat, I think Miyamoto felt that leaning fully into that would be going too far, and he wanted to add some more mature touches where possible. 

Takaya Imamura on Krystal's redesign in an interview with Nintendo Dream[3]

The team later realised the potential of using the Star Fox licence in hopes of boosting awareness, and switch development from the Nintendo 64 to the then-upcoming GameCube console as a launch game.[2][19] Sabre was dropped in favor of Fox McCloud as the lead, but the game retains certain original Dinosaur Planet characters such as Krystal and Tricky.[17] Rare staff had originally considered removing Krystal in the transition from Dinosaur Planet,[22] but Nintendo, specifically Takaya Imamura, who had been brought on as a supervisor and producer for the project, requested for her to remain in the game, feeling it'd be a waste to scrap her[23][3] and even assisted illustrating her final design during his visits at Rare, which was much more sexualized and revealing than the original Dinosaur Planet appearance. According to Imamura, he and Miyamoto were looking to add "sex appeal" to the Star Fox franchise, as Miyamoto wanted the series to have mature elements where possible, and that Krystal's new design was inspired by Vampirella, a comic book character known for wearing risqué outfits.[3] Despite this, no video game content rating systems reported any significant sexual content in the final product. The Dinosaur Planet was dropped from the proposed name.[24] Of all games converted away from Nintendo 64 in its late market span, IGN called this possibly the biggest departure, having expected it to be one of the platform's killer apps, and side-by-side comparing its "amazing graphical upgrades" on GameCube.[25]

With the Star Fox theme established, Rare begun re-working the game for the then-upcoming GameCube and was subsequently met with little interference from Nintendo. During development, the team was invited to Nintendo's headquarters in Kyoto to discuss progress and certain changes; in return Imamura came to stay at Rare's Twycross studio to oversee development.[2] Tossell stated that "without a doubt", Nintendo strengthened their relationship through trust and respect, though Nintendo only had a 49% stake of the company at the time.[2]

David Wise used Peter Siedleczek's Advanced Orchestra library in creating the music for Star Fox Adventures.[26] Wise said the tracks that reference the music for the previous Star Fox games came very late in development, after having converted it into Star Fox Adventures.[27]

Star Fox Adventures is the only Rare game released for the GameCube. Shortly after its release, Microsoft purchased Rare for £375 million, ending most of Rare's association with Nintendo. Rare continued developing games for the Game Boy Advance and Nintendo DS after the acquisition.[2]

Reception

[edit]

Star Fox Adventures received "generally favorable" reviews, according to video game review aggregator Metacritic.[28] It sold over 200,000 copies in Japan following its release, and was the fastest-selling GameCube game at the time.[37] By July 2006, it had sold 800,000 copies and earned $30 million (~$43.6 million in 2023) in the United States. Next Generation ranked it as the 73rd highest-selling game launched for the PlayStation 2, Xbox or GameCube between January 2000 and July 2006 in that country. Combined sales of Star Fox games released during the 2000s reached 1.2 million units in the United States by July 2006.[38] Star Fox Adventures was eventually designated a Player's Choice game by Nintendo, signifying over 250,000 copies sold, and was thus available at a reduced retail price.[39][40]

The visuals were highly praised, particularly for Fox's character model redesign. Edge wrote that the "visual splendour is immense",[30] whilst in a similar fashion Matt Casamassina of IGN noted that the game is a "perfect companion" to The Legend of Zelda series, to which Adventures is often compared.[6] Casamassina noted that elements of its graphical rendering were sophisticated for its time, in particular the advanced real-time rendering of the movement of the characters' fur.[6] NGC Magazine praised the game's vibrant atmosphere and detailed textures.[34] The game's combat system garnered some accolades, with GameSpot adding that the combat is simplistic, though being "good looking" and not frustrating.[7] Casamassina also praised the combat system.[6] NGC Magazine similarly praised the use of the combat system, but they noted that the battles did not require any skill and eventually "felt like a dull chore".[34] The voice acting was viewed negatively, with Casamassina remarking that it is "over the top" in some places.[6] NGC Magazine said that the accents of most of the characters did not suit that of the Star Fox world, in particular they noted the use of a Scottish accent for the Warpstone Master was "awful".[34]

Though mostly positively reviewed, Star Fox Adventures is often criticised for its gameplay and setting being too much of a departure from the other Star Fox games, in favor of the "Zelda-style" gameplay. Casamassina said that "fans expecting a true Star Fox experience akin to the older games are in for a disappointment". He also added that the Star Fox license has been utilised sparingly to the point where the game felt "out of place within the confines of the Star Fox game universe". Casamassina asserted that Fox was "clearly only on 'Dinosaur Planet' at Nintendo's request, not because he belongs".[6] NGC Magazine similarly expressed concern on why Fox was added to the game, adding that Adventures was "one game Fox himself would probably want to forget" and further speculating that Nintendo only added the Star Fox license to prevent Dinosaur Planet from appearing on the Xbox.[34]

GameSpot named Star Fox Adventures the second-best GameCube game of September 2002.[41] It was nominated for GameSpot's annual "Best Action Adventure Game", "Best Music", "Best Graphics (Technical)" and "Best Graphics (Artistic)" awards among GameCube games.[42]

References

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  1. ^ "Star Fox Adventures". Nintendo Australia. Archived from the original on 1 September 2007. Retrieved 10 August 2009.
  2. ^ a b c d e f g h McFerran, Damien. "Feature: The Making Of Star Fox Adventures". NintendoLife. Game Industry biz. Archived from the original on 27 January 2016. Retrieved 30 April 2015.
  3. ^ a b c d e f "Dream Interview: Art Director Takaya Imamura". Nintendo Dream (in Japanese). Vol. 78. Mainichi Communications. 21 November 2002. pp. 118–123. (Translation by Shmuplations. Archived 2021-11-06 at the Wayback Machine).
  4. ^ "Microsoft Acquires Video Game Powerhouse Rare Ltd". Stories. 24 September 2002. Archived from the original on 21 February 2016. Retrieved 12 April 2023.
  5. ^ a b c d e f g h Rare, ed. (2002). Star Fox Adventures Instruction Booklet (PDF). Nintendo of Europe. pp. 2, 4, 8–9, 13, 18–20, 26, 28, 30. Archived (PDF) from the original on 17 August 2024. Retrieved 21 November 2020.
  6. ^ a b c d e f g h "Star Fox Adventures Review". IGN. 23 September 2002. Archived from the original on 29 May 2012. Retrieved 23 August 2006.
  7. ^ a b c d Kasavin, Greg. "Star Fox Adventures for GameCube Review". GameSpot. Archived from the original on 25 October 2007. Retrieved 23 August 2006.
  8. ^ Knezevic, Kevin (18 October 2011). "What Zelda Can Learn from Star Fox Adventures". Nintendojo. Archived from the original on 2 June 2015. Retrieved 1 June 2015.
  9. ^ a b c Sanchez, David (7 October 2011). "Star Fox Adventures - Does It Hold Up?". Gamezone. Archived from the original on 3 June 2015. Retrieved 1 June 2015.
  10. ^ Rare (23 September 2002). Star Fox Adventures. Nintendo. Level/area: Krazoa Palace. EarthWalker: Only when the spirit has been returned back into the palace it can be used to stop this war.
  11. ^ Rare (23 September 2002). Star Fox Adventures. Nintendo. General Pepper: If Dinosaur Planet explodes, it could affect the entire Lylat System!
  12. ^ Rare (23 September 2002). Star Fox Adventures. Nintendo. Queen EarthWalker: You're right. Without all the spirits the magic cannot be channeled back into the planet.
  13. ^ Rare (23 September 2002). Star Fox Adventures. Nintendo. Level/area: Krazoa Palace. Krazoa spirit: I was released when she completed my test but she is now in great danger. And for her to survive you must continue what she started and collect the remaining Krazoa spirits.
  14. ^ Rare (23 September 2002). Star Fox Adventures. Nintendo. Level/area: Andross. Andross: And now, to destroy the Lylat System!
  15. ^ Rare (23 September 2002). Star Fox Adventures. Nintendo. Level/area: Andross. Falco Lombardi: Hey, McCloud! Different time, different planet, and you still need Falco's help! It's good to see you, buddy
  16. ^ a b c d "Dinosaur Planet". IGN. 26 January 2001. Archived from the original on 28 January 2016. Retrieved 16 September 2006.
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  18. ^ Casamassina, Matt (6 June 2000). "Interview: Miyamoto and Aonuma". IGN. Retrieved 13 July 2024.
  19. ^ a b "Star Fox Planet?". IGN. 2 March 2001. Archived from the original on 30 October 2020. Retrieved 20 February 2021.
  20. ^ Robinson, Andy (20 February 2021). "Rare's cancelled N64 game Dinosaur Planet has leaked online". Video Games Chronicle. Archived from the original on 20 February 2021. Retrieved 20 February 2021.
  21. ^ Yin-Poole, Wesley (20 February 2021). "Rare's unreleased Dinosaur Planet for N64 out in the wild, gameplay emerges". Eurogamer. Archived from the original on 27 May 2021. Retrieved 20 February 2021.
  22. ^ Bayliss, Kevin. "Star Fox Adventures early cutscene sequence list". Archived from the original on 13 July 2024. Retrieved 13 July 2024.
  23. ^ "Rare Employee Interviews". Krystal Archive. Archived from the original on 5 July 2009. Retrieved 13 July 2024.{{cite web}}: CS1 maint: bot: original URL status unknown (link)
  24. ^ "Dinosaurs Travel to Japan". IGN. 5 July 2001. Retrieved 16 September 2006.
  25. ^ Schneider, Peer (11 February 2002). "Gone to GameCube". IGN. Archived from the original on 15 September 2020. Retrieved 5 August 2020.
  26. ^ "The Tepid Seat - Rare Music Team". Rareware.com. December 2004. Archived from the original on 6 December 2006. Retrieved 28 August 2015.
  27. ^ Greening, Chris (December 2010). "Interview with David Wise". Square Enix Music Online. Archived from the original on 15 January 2012. Retrieved 29 August 2015.
  28. ^ a b "Star Fox Adventures Reviews". Metacritic. Archived from the original on 30 April 2013. Retrieved 29 April 2016.
  29. ^ Marriott, Scott Alan. "Star Fox Adventures - Review". Allgame. Archived from the original on 14 November 2014.
  30. ^ a b Edge, ed. (2002). Star Fox Adventures Review. Future Publishing. p. 90.
  31. ^ ニンテンドーゲームキューブ - スターフォックス アドベンチャー. Weekly Famitsu. No.915 Pt.2. Pg.100. 30 June 2006.
  32. ^ "Star Fox Adventures". Game Informer. Vol. 115. November 2002. p. 130. ISSN 1067-6392.
  33. ^ Farrelly, Stephen (January 2003). "Star Fox Adventures". Hyper. No. 111. pp. 58–59. Retrieved 14 July 2021.
  34. ^ a b c d e "Starfox Adventures review - NGC". NGC Magazine. GameCube Europe. Archived from the original on 12 February 2005. Retrieved 2 May 2015.
  35. ^ "Star Fox Adventures review". 6 January 2006. Archived from the original on 18 November 2022. Retrieved 6 January 2006.
  36. ^ Wint, Deminic (December 2002). "Star Fox Adventures". Official Nintendo Magazine. No. 123. pp. 60–62. Retrieved 14 July 2021.
  37. ^ "Graphs: Weekly GCN Sales in Japan". IGN. 25 October 2002. Archived from the original on 17 December 2010. Retrieved 21 January 2006.
  38. ^ Campbell, Colin; Keiser, Joe (29 July 2006). "The Top 100 Games of the 21st Century". Next Generation. Archived from the original on 28 October 2007.
  39. ^ "Master Game List". Nintendo.com. Archived from the original on 15 August 2006. Retrieved 16 September 2006.
  40. ^ "IGN: Rare". IGN. Archived from the original on 9 April 2002. Retrieved 16 September 2006.
  41. ^ The Editors of GameSpot (5 October 2002). "GameSpot's Game of the Month, September 2002". GameSpot. Archived from the original on 18 September 2003.
  42. ^ GameSpot Staff (30 December 2002). "GameSpot's Best and Worst of 2002". GameSpot. Archived from the original on 7 February 2003.
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