
1998 · DMA Design · platformer · Nintendo
18 sources · 37 facts · verified 4mo ago
Why this one is in the canon, and how to start it well.
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It mattered because it was weird and it was cheap. Take 2 positioned it as an expendable budget title; retail hovered near $29.99 while Banjo-Kazooie and Zelda commanded full price. The humor — Dan Danger’s radio quips, the robotic sheep that explode, the fox that sets itself on fire — played to the UK absurdist streak that would define Rockstar’s tone a generation later. The cheat-code scene embraced it: GameShark lists exposed cut animals still buried in the ROM (Mystery Bear, Fire Fox, alternate Mouse models), turning a modest 20-hour campaign into a dissection exercise for the same players who were learning to fly tanks in GTA and sequence-break Body Harvest. It sold poorly, reviewed well, and seeded ideas that would define the next decade of open-world design. The station crashed into Earth; the studio became Rockstar.
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Possess a body in the first 10 seconds. You’re Evo, a microchip — no attacks, no jump, one-hit death. Dead robotic animals litter the Engine Room; walk into one and press A. Now you have legs, health, and whatever that creature does.
Test every ability before you move. The dog double-jumps and barks to stun. The sheep headbutts and floats on its wool. C-buttons cycle through moves. Puzzles lock to specific animals — wrong body, no progress.
Eject with purpose, not panic. Press B to leave your current host. You’ll swap bodies mid-level (mouse squeezes through vents, bear breaks crates). Drop the old body near the new one so you can backtrack if the puzzle demands it.
Grab the four Souvenir trophies per level to unlock later worlds. They hide behind animal-gated obstacles — high ledges need the dog’s double-jump, cracked walls need the bear’s charge. The Engine Room tutorial trophy sits behind a vent only the mouse reaches.
Fight the camera with R. Hold R to recenter behind Evo. Fixed angles in tight corridors murder depth perception — hug walls near ledges.
Bodies die permanently. The green HUD bar is your animal’s health. When it empties, you eject as the chip — find a new host or eat a checkpoint restart.
Skip the checklist your first time through. Each level tracks trophies, animals catalogued, secrets. Aim for the exit and obvious trophies. The Fox boss unlocks once you clear the Engine Room’s mandatory objectives — completionism comes later.
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Launch cartridges can’t finish the game. The final level “Danger! Danger!” crashes on all 1.0 ROMs — geometry bug in the level data. DMA shipped revised carts months later, but rental stock often stayed 1.0. If you hit 99% and the game locks, check your ROM hash or cart label.
Body-swapping mid-jump carries momentum. Jump in a fast chassis (dog, fox), swap to a heavy body (hippo, bear) at the apex — you keep the horizontal speed and gain the new mass for floor-breaks and switch triggers. The game doesn’t zero velocity on possession.
Dead animals despawn when you cross zone triggers. Each level has invisible loading thresholds; step back over one and any corpse you left behind vanishes. If you need a specific body for backtracking, drag it with you or memorize the respawn point — some animals spawn once per level.
Energy drains faster in larger bodies. Bear and rhino chassis burn roughly 2× the energy-per-second of smaller frames. Exploring or puzzle-solving? Swap into the lightest viable body (mouse, fox) to stretch battery life between pickups.
Certain animals have hidden secondary abilities the UI never explains. Dog barks stun enemies (C-Down), hyena’s laugh reveals invisible platforms, bear’s ground-pound (crouch + A) breaks specific floor tiles that look identical to normal terrain. Test every button on new bodies.
Camera-relative jumps will kill you in rotating areas. Late-game levels have spinning platforms and gravity-shift zones; stick input is always camera-forward, not character-forward. Recenter with Z-target before precision jumps or you’ll leap sideways into pits.
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The walls players actually hit, and the way through each.
Arctic World — Ice Floe Crossing (Level 2)
The jump from the final ice platform to the exit requires the Fox body, but most players attempt it with the Husky they’ve been using for combat. The Husky can’t make the distance. Backtrack to the previous area — a Fox corpse sits near the electric fence section. Possess it, return to the ice floes, and use the Fox’s superior jump height. The timing window is generous once you have the right body.
Jungle World — Bomb Puzzle Room (Level 3)
The room with the three pressure plates and the timed explosive requires the Dog body to carry bombs, but the game never tutorializes this. Players waste minutes trying to activate all three plates simultaneously with different animals. Possess the Dog (found near the waterfall), pick up a bomb with A, carry it to the first plate, drop it, repeat for plates two and three. The explosion timer is long enough to set all three if you don’t stop moving.
Desert World — Invisible Platform Maze (Level 4)
The “invisible” platforms leading to the bonus area aren’t invisible — they’re sand-colored and flush with the skybox, making them nearly impossible to see. DK Mode’s camera makes this worse. Walk slowly forward from the cactus cluster while tapping Z to center the camera; the platforms reveal themselves as slight texture seams. The Bear body’s weight prevents fall-through on the thinner sections.
Engine Room — Final Boss Crash
The game’s most infamous bug: the final boss arena fails to load Evo’s microchip body in NTSC cartridges without the 1.1 revision cite. Players complete the entire game only to find the end unwinnable. No in-game solution exists. PAL cartridges and the Japanese release are unaffected. Emulator savestates can sometimes force-spawn the chip model, but hardware players are stuck unless they have access to a PAL console.
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10 of 237 verified codes, free to read. The rest are in the Code Vault.
811DDF1C 0000811DDF20 0000811DDF24 0000803F7DE0 0001803F7DE1 0001803F7DE2 0001803F7DE3 0001803F7DE4 0001803F7DE5 0001803F7DE6 0001803F7DE7 0001803F7DE8 0001803F7DE9 0001803F7DEA 0001803F7DEB 0001803F7DEC 0001803F7DED 0001803F7DEE 0001803F7DEF 0001803F7DF0 0001803F7DF1 0001803F7DF2 0001803F7DF3 0001803F7DF4 0001803F7DF5 0001803F7DF6 0001803F7DF7 0001803F7DF8 0001803F7DF9 0001803F7DFA 0001803F7DFB 0001803F7DFC 0001803F7DFD 0001803F7DFE 0001803F7DFF 0001803F2D39 00BE803D5535 0000803F642F 0001803F2D71 0002803F2D71 0000803F2D3D 000F811DF8F4 0400811DF14C 0400GameShark Labs · SharkVault Founding Membership
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Fun in the Sun (Space Station Silicon Valley, PS1-N64, DMA Design, 1998)
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