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Turok 2: Seeds of Evil

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Turok 2: Seeds of Evil
Turok 2 logo.
Developer(s)Iguana Entertainment
Publisher(s)Acclaim
Platform(s)Nintendo 64, GBC, PC
ReleaseDec.10, 1998 (NA)
Dec.11, 1998 (EU)
Dec.31, 1998 (JP)
Genre(s)First-person shooter
Mode(s)Single player, multiplayer

Turok 2: Seeds of Evil is a first-person shooter video game for Windows 9x, the Nintendo 64, and the Game Boy Color. It was released in 1998, and is based on the Acclaim Comics comic book series, Turok. It was a highly anticipated game at its time, delivering impressive graphics and a vast array of creative weaponry. It was one of the first N64 games to allow use with the RAM Expansion Pak, along with Star Wars: Rogue Squadron, Top Gear OverDrive, and NFL Quarterback Club '99.

The game was different from its predecessor, being more inspired by the hit game GoldenEye 007 this time around. There were now mission objectives to perform, controller options for players who were used to GoldenEye 007, a Styracosaurus to ride like a tank, and a multiplayer mode. It also had more orchestrated music instead of the jungle beats of the last game. Also, there were intelligent enemies that covered and fired, attacked in groups, and even sometimes ran away in fear when the player carried a devastating weapon of mass destruction. Players had the option to switch to any weapon immediately as well through a menu during gameplay, which would somewhat inspire the GoldenEye 007 spiritual sequel, Perfect Dark to do the same. It had a large amount of gore, allowing the player to dismember enemies and decapitate them, though unlike the Soldier of Fortune games, these dismemberments were strictly scripted. The game also had a fair amount of voice acting with in-game cinema, which was uncommon for N64 games.

The levels were enormous and varied, going from slain cities to jungles to caves to space ships. The game suffered from choppy framerate issues which were really not solved by the Expansion Pak, and extremely long distances between savepoints. At the end of each world, the player was forced to defend an Energy Totem Pole from attack; these objects were vital to keep the Primagen boss from being released into the world.

Story

The game begins with the new Turok, Joshua Fireseed, appearing through a portal to face a blue-skinned woman named Adon. She explains he has been called by the Elders of the Lost Land, the Lazarus Concordance, to defeat a powerful alien entity called The Primagen.

The Primagen is a creature imprisoned long ago in the wreckage of his spacecraft after attempting to conquer the Lost Land, and sealed in the ruined craft with five devices called Energy Totems. Now he has mobilised several races of creatures in an attempt to destroy these objects, both his own army of artificial Dinosoid shock troops and and others he has bought with promises of weapons or resources.

Turok's task is thus clear; he must locate the five energy Totems and destroy all forces mobilised to attack them, and then destroy the Primagen himself to end the threat he poses to the Lost Land once and for all. In the process, he must defeat the Primagen's armies and acquire ancient magical powers from the Talisman Chambers; portals to these are found in each level.

In the course of the game, a mysterious entity calling itself 'Oblivion' attempts to thwart Turok's quest by creating false copies of the Talisman Chambre portals that lead to areas populated by its servants, the Flesh Eaters. This sets up the plot for the sequel, in which two new Turoks must take on Oblivion itself, and in which the Lazarus Concordance are shown as a group of talking robotic heads somewhat reminiscent of Neon Genesis Evangelion's SEELE monoliths.

Response

Response to Turok 2 immediately after release was largely positive, with N64 Magazine rating the game higher than Goldeneye 007 in an early review of a pre-release version. However, this was followed by increasing amounts of criticism. The slow framerate was criticised extensively, with some levels, particularly the final Oblivion warp, so noticeably choppy they were barely playable. The Turok series' distance fog was present in every level, less close than in the first game but still often distracting.

Further criticism was directed at the level structure; especially in The Lair of the Blind Ones and The Hive of the Mantids, it was very easy to become turned around or lost due to many very similar areas, a shortage of enemies and the close draw distance. The shortage of enemies was another sticking point; each level after the first few had four or five unique enemy types, but there were large areas containing no enemies whatsoever. Further, the game required the player to complete objectives which would be secrets in most other games, and the player could therefore not progress until they had scoured the whole level for the objectives, instead being warped back to the beginning of a level with even fewer enemies than before.

A final criticism was the game featured areas where health and ammo would respawn indefinitely until the player's stocks were replenished; because of the tiny maximum ammo counts the player could carry [such as just 50 pistol rounds], success in many battles was a matter of using these places to the fullest, something which, when the player's arsenal grew large, could take over twenty minutes during which the player did nothing but walk back and forward.

Also, this game frustrated many players because, as with a lot of Acclaim's N64 titles, it had no ability to save games on-board and would often wipe the player's memory card.

Worlds and Enemies

The game is divided into six major worlds, a Hub section they are accessed from, and a final boss fight when all the Primagen Keys are recovered. Each world has a number of keys to later worlds hidden in it, along with a number of mission objectives. Many worlds do not state all of their objectives; often the player is required to find satchel charges they are not told about.

The Port of Adia

The first level is a port town, decimated by the Primagen's dinosoid shock troops. Turok must save prisoners and activate distress beacons. An unstated objective is to locate batteries to power each beacon.

File:Turok2screen2.jpg
The Port of Adia level.

The Port of Adia is the shortest level in the game, at around a third of the length of the others according to N64 Magazine's interviews with Acclaim. It features numerous set-piece explosions and features cutscenes where Adon introduces the player to both the Talisman Chambers and the Oblivion Warps, and contains six level keys, enough to unlock the second and third levels.

Talisman: None

Enemies introduced:

  • Raptors — A medium-sized theropod dinosaur. Raptors can attack with their claws and teeth, and are fast with the ability to leap long distances.
  • Compys — Small bird-like theropod dinosaurs. They are very weak, but extremely fast and always found in groups, attacking by biting accompanied by a distinctive bird-like chirp.
  • Raptoids — Yellow-skinned dinosaur-like creatures with a loping gait that can only attack in close combat. These are the first enemy the player encounters.
  • Endtrails — Large heavy-set green dinosoids with a powerful energy weapon wityh integral blades attached to their left forearm. As well as their energy weapon, they are strong close range fighters, can throw grenades, and in later levels gain the ability to cloak themselves. They sometimes self-destruct when fatally injured, possibly to evade capture.
  • Sentinels — Grotesque humanoid creatures of a type called Flesh Eaters, claiming to serve a master called "Oblivion". They are fast and armed with grenades and a long, serrated sword.
  • Death Guards — Larger creatures similar to the Sentinels, the Death Guard wear heavy blue-coloured armour and carry a powerful energy weapon. They also have grenades and are deadly at close range.
  • Lords of the Flesh — Seen in the "Oblivion" cutscene and encountered in later levels, these creatures are larger still than the Death Guards with red-coloured armour. They use magic spells to summon projectile attacks, and can also use their raw strength to seriously injure an opponent at close quarters.

The Hub

Not a true level as such, this area is found once the first mission is completed. It consists of a large central area surrounded by six pathways leading to rippling blue portals. These portals lead to the various levels; initially, all but the warp back to the first level are closed off by solid gates with rectangular key-posts in front of them. The key-posts retract into the ground when a key is placed, and when all posts in front of a door are retracted, the door itself will open.

Additionally, in the middle of the central island there is a low structure which the Primagen keys must be placed in; once all are placed it will retract into the ground as with the final portal in the previous game, allowing access to the final boss battle.

The area itself is suspended in space with each area's portal surrounded by objects showing the theme of the level, such as great Purlinn banners for The Death Marshes or toadstools and moss for The Lair of the Blind Ones.

Slaughter by the River of Souls

A city built on the banks of a mysterious river of deadly toxic water known as the "River of Souls." The inhabitants learned that the Energy Totem would purify the deadly waters and a mighty city was created; however, their military forces grew weak and complacent, allowing the Dinosoid forces to devastate it. Deep within the city, three ghostly Sisters of Despair are reviving zombies while others are appearing through soul gates that must be destroyed.

This mission introduces areas of toxic water as a hazard; until the Breath of Life Talisman is aquired these are instantly fatal. The level opens with a sequence where Turok rides a heavily armed Styracosaurus and must destroy the various installations and barriers barring access to the city itself. Deeper inside the city is found a large Necropolis, where Turok must defeat the Sisters of Despair.

Talisman: Leap of Faith

Enemies introduced:

  • Gun turret — A twin automatic cannon installation in a rotating turret. Strangely, the turret itself can be seen to grow and shrink as it rotates to face the player.
  • Bunker — A single automatic cannon in a concrete blockhouse.
  • Artillery — A heavy mortar cannon that attacks with deadly high-explosive shells.
  • Leapers — Spindly dinosoids with long arms and clawed hands that move by hopping like a frog. They attack with their claws, and can swim.
  • Deadmen — Humanoid zombies found in that later stages of the level. They make strange grunting and moaning sounds, and can detach and throw parts of their own bodies as a ranged attack [though they cannot do so if the player has turned Blood off in the option menu], attacking with their claws in close. They sometimes continue to attack even when their lower body is destroyed, the torso appearing to "swim" toward the player.
  • Lords of the Dead — Large zombie creatures resembling dinosoids, they attach with powerful close-ranged attacks and can also create bolts of fire to hurl at the player.
  • Sisters of Despair — Three "boss" characters found in the Necropolis area, appearing as waist-up floating female torsos with horned, bald heads, all-white eyes, clawed hands, and the base of their spines visible danging below their body. They attack with powerful magic spells that form flying skulls and by summoning zombies to attack the player.

The Death Marshes

A dark and dangerous swampland area that is home to the ape-like Purlinn, who have been given a limited supply of high-tech weaponry and armour by the Primagen in return for their assistance. Turok must save a number of human soldiers held prisoner and destroy ammunition storage facilities. An unstated objective is to find explosive satchel charges to destroy the ammo dumps.

Like the previous mission, one of the most common obstacles here is the deadly green water, although it ceases to be a hazard later in the level since the Breath of Life Talisman is acquired here. The route through the level goes from the outer swamps to a number of Purlinn villages and fortresses, and includes several battles on large bridges against waves of enemies.

Talisman: Breath of Life

Enemies introduced:

  • War Clubs — The standard Purlinn enemy, an enormous green-skinned ape-like creature able to attack at close range or by throwing boulders at the player in some areas. Some can also form energy shockwaves.
  • Gunners — Small Purlinn armed with a wooden Gatling gun operated by a hand-crank which fires stones; sometimes their weapon will jam. Occasionally when killed, this enemy will repeat the jam animation while slowly disappearing; the same glitch affected Sludge Beasts in the first game.
  • Juggernauts — Purlinn equipped with heavy armour and a massive sword incorporating a weapon similar to Turok's own Plasma Rifle.
  • Wasps — Large flying insects that attack with a powerful sting at close range. They are generated by a hive; if this is destroyed, they will stop appearing.
  • Cave Worms — worms that lie in ambush under the ground or the murky waters of the marsh, attacking with their whiplike tongues; they are also prone to the Turok 1 Sludge Beast glitch, causing them to attack constantly even when dealt lethal damage and slowly disappear by shrinking downwards and becoming transparent.
  • Fire Worms — smaller versions of caveworms that attack by biting and spitting fireballs.
  • Skimmers — Small worms that attack the player by biting.

The Lair of the Blind Ones

Dark caves infested with Morlock-like creatures known as the Blind Ones, who are blind but have such an acute sense of smell and hearing that they are as effective as any other enemy. Some have speculated these creatures are related to the Flesh Eaters in some way, though this is never confirmed in the course of the game. Turok must seal three thermal vents to trap the Blind Ones forever. Unstated objective is to recover three explosive satchel charges to do so.

The Lair introduces lakes of boiling lava as a hazard, and with them the Fireborn enemy. The level itself is enormous, taking several hours to complete, and often regarded as being somewhat confusing due to many areas being visually identical; this and the small number of objectives and save points make it easy to become lost. The level begins overground, descending into spectacular caverns connected by narrow, claustrophobic tunnels. Towards the end of the level, the player encounters a large village populated by Blind Ones, and following the battle to protect the Energy Totem is the first boss fight.

Talisman: Heart of Fire

Enemies introduced:

  • Sentinels — Yellow-skinned primitive humanoids armed with grenades and large axes or clubs.
  • Guardians — Similar in form to the Sentinel Blind Ones though somewhat larger, Guardians are armed with a club that doubles as a crossbow and can fire accurately to great distances. Some are able to summon fire worms to attack the player as well.
  • Nalas — Strange grinning goblin-like creatures with large feet and tiny vestigial hands that attack by spitting acid.
  • Fireborn — Creatures resembling Endtrails (their growls even sound similar), made of lava with large tusks. They leave fiery foorprints as they walk and are immune to the flamethrower, and attack with fire and deadly close-combat attacks.
  • Hatchling spiders — a variety of sizes and colours of deadly spiders, from the size of a small housecat to a small horse. They make a distinct chirping sound and can only attack by biting, often attacking in large packs.
  • Adult spiders — monstrously huge spiders that can move around using webbing, have a powerful bite attack and can spit acid at the player.

Boss:

  • The Blind One — A vast creature whose body occupies the caverns surrounding a large round cave. Its main feature is a single immense eye located in the cave's ceiling. It attacks with acid-spitting "mouths", spiked and clawed tentacles and maggot-like larvae.

The Hive of the Mantids

A hive of mantis-like insectoid creatures. Turok must destroy several Mantid Queen embryos and the Hive's master computer to prevent the Mantids from using a number of Rift Gates to invade Earth. Unstated objectives are to destroy the Hive's master shield generator and recover four explosive satchel charges to destroy the Master Computer.

The Hive itself is divided by numerous barrier shields which Turok must destroy to progress; these spinning tower-like structures can be placed fairly far from the doors they block, necessitating exploration of the sprawling Hive to located them. The Hive is another long level, and contains areas of both deadly water and lava as hazards, along with numerous pits. It is also the first level to contain none of the enemies introduced in the first level, aside from the Flesh Eater enemies.

Talisman: Whispers

Enemies introduced:

  • Heavy gun turret — A large and powerful twin energy weapon seen at the beginning of the level, firing bolts similar to those fired by Death Guards.
  • Ceiling gun — A leech-like ceiling-mounted energy weapon present in many rooms.
  • Mites — Small shieldbug-like insects that hatch from eggs or appear from nests in holes in the walls; they attack by biting. They can sometimes be seen to grow much larger; occasionally in the Hive one is seen which is nearly as big as a Worker, and several even larger ones guard the Mantid Queen.
  • Workers — Fairly small and relatively harmless if not disturbed, these creatures are normally seen tending to their duties around the Hive. They have six limbs, hopping on four to move and using the other two to attack if disturbed or threatened, usually emitting a shrill cry at the same time.
  • Drones — The rank and file of the Hive, these green four-armed Mantid creatures are armed with energy weapons and equipped with jetpacks, allowing them to fly.
  • Soldiers — Massive heavily armoured elites of the Mantid army, these brownish-coloured creatures are armed with powerful energy weapons and are lethal at close range. A heavy exoskeleton protects them from all but the most powerful attacks.

Boss:

  • The Queen Mantid — An enormous creature which resides in a giant coccoon at the heart of the Hive. She has energy weapons on both arms and can fire explosive orbs from her abdomen, as well as a massive and damaging blast from her torso. She is also protected by a number of enormous Mites.

The Primagen's Lightship

Inside the Primagen's partly-destroyed but still operational space warship, heavily guarded by powerful biomechanical enemies. Turok must recalibrate the lightship's power generators and destroy a number of assembly plants creating an army of bio-bots, intended to eradicate all life in the Lost Land if the Primagen is defeated. Unstated objective is to recover 16 Ion Capacitors, four for each power generator.

The lightship's interior consists mostly of narrow winding corridors; the vessel's interior is dark, with a curved, organic look to internal structures. One of the objectives connects back to the plot of level 2; it is discovered that the Lightship's power cells produce the toxic water of the River of Souls as a by-product of their operation. Recalibating them will therefore render the River of Souls pure again, benefitting tens of thousands. The Nuke weapon is finally acquired on this level; it is also the only level with no Energy Totem.

Talisman: Eye of Truth

Enemies introduced:

  • Sentry Gun — Continuous-beam energy weapons used as static area defences within the Lightship and often dropping from the ceiling without warning.
  • Trooper — A large bio-mechanical creature with a squidlike face (resembling the face of Cthulhu) armed with a powerful energy weapon with a bayonet the creature can use at close quarters.
  • Bio-bot — A robotic creature which consists of a torso with a single wheel instead of legs; it moves by crawling with its two clawed arms, and can fire energy bursts from its eyes or attack at close range with its claws.
  • Elite Guard — Enormously powerful and heavily armoured creatures similar to the Troopers, with twin energy cannons and the ability to cloak themselves.

Boss:

  • "Mother" — A gargantuan one-eyed creature fought in a large cavern which mutates as it becomes damaged, growing tentacles when its hands are destroyed and then sprouting insect-like legs from its rear body. It uses its massive body to attack at close range, and can also vomit strange fish-like creatures that flop along the floor to attack, and use a powerful sonic attack at long range.

The Primagen

The battle bridge of the Lightship where the Primagen himself is imprisoned. While the ship itself is no longer under his direct control, the traps and robotic drones in this room are still operational and very dangerous.

Enemies introduced:

  • Dimorphodon — A mechanical version of the pterosaur that attacks by attempting to collide with the player. The Primagen summons them from hatches at the sides of the area during the final battle.

Boss:

  • The Primagen — A massive and hideous creature with an exposed brain, vast insect-like wings and crablike limbs. The Primagen attacks using the arena's drone creatures, a large bomb-dropping device, and his own close-range and ranged attacks. He can also heal himself when damaged, with a furious cry of "You dare?!"

Weapons & Items

The game features a total of 23 usable weapons or weapon-like devices, plus a usable "vehicle" armed with two more. Ammunition counts for these weapons are relatively low, and the backpack item from the original game has been eliminated. The weapons in Turok 2 use a Doom-style ammunition system, with no weapon reloading or magazine size limits.

Weapons

  • Flare — A device used to light dark places for a limited time with a harmless green flare. It slowly recharges after use and has unlimited ammunition.
  • Talon — Default bladed weapon strapped to Turok's right hand. It can be used underwater
  • War Blade — Upgraded version of the Talon, two large blades strapped to Turok's hand allowing him to dismember enemies. It can be used underwater
  • Bow— The basic ranged weapon. The longer the player holds the fire button the arrow back, the farther it flies. Used arrows can be retrieved if they do not strike an enemy, since they occasionally vanish then.
  • Tek Bow — Upgraded version of the bow. It can fire explosive arrows as well as regular arrows, and it has a zoom lens for sniping.
  • Pistol — The basic firearm in the game, a semi-automatic pistol.
  • Mag .60 — Upgrade to the pistol; it is an assault pistol that fires in three-shot bursts.
  • Tranquilizer Gun — A non-lethal gun used to keep enemies down temporarily; repeated shots will eventually be lethal to some enemies. A glich means it is impossible to pick up ammunition for this weapon, as the tranquilizer dart boxes are counted as Charge Dart ammo.
  • Charge Dart Rifle — Upgraded version of the Tranquilizer gun. It shoots a burst of electricity and keeps an enemy shocked in place, allowing Turok to retreat or kill them on-the-spot with another weapon. Holding the trigger allows an enemy to be stunned longer when shot.
  • Shotgun — This double-barreled pump-action shotgun is a powerful weapon with a slow rate of fire, it can use regular shells or explosive shells
  • Shredder — Upgraded version of the Shotgun. The shots can ricochet off walls to hit various targets. It uses regular shells or explosive shells. Regular shells fragment into many bouncing shards on contact with a surface, while the explosive shells ricochet as a single powerful blast instead.
  • Plasma Rifle — Fires bursts of plasma like a rifle; it is relatively slow with a lot of recoil. It also has a scope and can be used for sniping, in which case the sound effect and shot effects change.
File:Turok2screen.jpg
The Plasma Rifle.
  • Firestorm Cannon — A futuristic, energy-based minigun.
  • Sunfire Pods — Grenade-like weapons meant to blind enemies, containing the essence of the sun. The Blind Ones, who are weak to sunlight, can be set ablaze using these.
  • Cerebral Bore — An alien weapon that locks onto brain activity (making it useless against unintelligent creatures). When locked onto a target and fired, a projectile follows the enemy and drills into their skull, spilling cranial fluids everywhere until eventually detonating, leaving them headless. It is most likely based on The Tall Man's weapons in the Phantasm movies.
  • Proximity Fragmentation Mine (PFM) Layer — A landmine laying weapon that can cut targets in two at the knees or destroy smaller creatures. The extremely low ammo capacity and relatively poor damage mean it is seldom used.
  • Grenade Launcher — Fires spherical grenades that bounce and explode after a few seconds, or instantly on impact with an enemy.
  • Scorpion Missile Launcher — A rocket launcher that shoots three homing missiles one-after-another.
  • Flame Thrower — The flamethrower fires a constant stream of flame. It can light the way in dark places, and is very powerful but short-ranged. It is also very prone to causing slowdown.
  • Razor Wind — A circular, bladed boomerang-like weapon that can decapitate and dismember, it returns to Turok with blood on it if it hits a victim or certain glitchy surfaces in the game including bloodstains and some rocks. Throwing it against a wall or diving underwater will clean it.
  • Nuke — The ultimate weapon, assembled by the player after finding its pieces, it must be charged before being fired. Enemies hit stop moving, slowly blackening in tone while fire crackles around them before exploding violently. Strangely, while it can only be obtained just before battling the Primagen, it has no effect whatsoever on the Primagen himself.
  • Harpoon Gun — Used as a basic ranged weapon underwater; like the bow, the harpoons can be retrieved if they miss.
  • Torpedo Launcher — Used as a missile-launching weapon underwater, though torpedo rounds are limited to just 3 meaning it is seldom used in this way. The launcher is attached to a propulsion system that enables faster travel underwater.
  • Styracosaurus Weapons — A live Styracosaurus used like a tank. It can use its horn to smash into enemies, and is equipped with an autocannon and a pair of rocket launchers or howitzers. It can also ram enemies. Often erroneously referred to as a Triceratops

Items

  • Talismans — to progress through the levels, Turok has to find Talisman Chambers to receive talismans that grant him new abilities for certain areas. These are almost exclusively used for finding the Primagen Keys.
    • Leap of Faith — Allows Turok to jump long distances by touching special jump pads.
    • Breath of Life — Allows Turok to tread through poison [green] waters such as the "river of souls" in level 2.
    • Heart of Fire — Allows Turok to walk on lava.
    • The Whispers — Allows Turok to glide upwards in areas near special Whispers pads.
    • Eye of Truth — Allows Turok to see hidden paths, which appears as translucent, curved platforms. Experimenting without the Talisman at the locations where the Eye of Truth paths appear will demonstrate the paths are not, in fact, 'hidden' as is claimed; they do no exist at all until the player possesses the Talisman.
  • Feathers — These are used in the Talisman Chambers to offer to the spirits in return for the Talisman.
  • Tokens — As in the previous game, yellow and red tokens can be found littering the game's landscape; a red token is worth ten yellows, with one hundred collected granting an extra life and a cry of "I am TUROK!"
  • Health — Health comes in a variety of sizes, all resembling a cross; Silver [+2 health up to 250 maximum], Blue [+25 health up to 100 maximum], Orange / Full [restores to 100 health] and Yellow / Ultra [+100 health up to a maximum of 250].
  • Key items — Various items are used throughout the game to open doors, such as carved stones in The Lair of The Blind Ones.
  • Level keys — In every level but the last, several level keys are hidden; there are six on the first world, with three in each of the others. These keys are required to enter any of worlds 2-6; all but the final world require 3 keys, with that one requiring six.
  • Primagen keys — There is a single Primagen Key in each level, normally requiring a Talisman on a later level to be obtained before it can be recovered.
  • Flashlight — In several levels containing dark areas, this item can be picked up. It will temporarly provide a strong lightsource in the direction Turok is looking, but quickly runs out of battery power.
  • Satchel Charge — Used to destroy some mission objectives, it gives a short countdown and then detonates, destroying whatever it is attached to or causing a series of explosions.

Multiplayer

The game featured a multiplayer mode for up to four players. There were various characters to pick from; they each had certain strengths and weaknesses, though the manual of the game's claims that some could regenerate health over time were not correct. Most notable was the Raptor; much like the Alien in Alien versus Predator, the Raptor was limited to close-range attacks, but extremely fast and agile.

There were three available multiplayer game modes: a regular free-for-all deathmatch, team deathmatch, and a unique "Frag Tag" mode. The Frag Tag mode started with a random player transformed into a monkey, with no attacks and very little health. The monkey'd player's task was to get to a specific point in the level; at this point, they would be returned to their normal character and another player made to become the monkey. If they were killed, they would remain a monkey when they reappeared.

There was also a glitch performed by activating a level change cheat during multiplayer that would allow players to actually play the single player missions cooperatively; this had been a feature on the early version of the game reviewed by N64 Magazine, but removed from the final version. Players could not get very far in the single player missions because teleporters and portals did not function in this mode, and there would be occasional lock-ups. The boss fights were regarded as enjoyable, however. The only way to play the game fully in this mode was through the use of an Action Replay or Gameshark device to 'fix' the portals linking the areas of the game.

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