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{{Infobox video game
{{Infobox video game
|title = Space Station Silicon Valley
| title = Space Station Silicon Valley
|image = Silicon Valley Artwork.jpg
| image = Silicon Valley Artwork.jpg
| alt = Space Station Silicon Valley artwork
| alt = Space Station Silicon Valley artwork
|caption = North American Nintendo 64 cover art
| caption = North American Nintendo 64 cover art
| developer = [[DMA Design]]{{efn|name="ports"|The Game Boy Color version was developed by [[Rockstar Lincoln|Tarantula Studios]], and the PlayStation version by Runecraft.<ref name="Hardcore2"/>}}
|developer = [[Rockstar North|DMA Design]]
|publisher = [[Take-Two Interactive]]
| publisher = [[Take-Two Interactive]]
|designer =
| designer = Craig Filshie<br />William Mills
| programmer = [[Leslie Benzies]]
|released = '''Nintendo 64'''<br>{{vgrelease|NA=October 21, 1998|EU=November 1998}}'''Game Boy Color'''<ref name=IGNGBC>{{cite web |url=http://www.ign.com/articles/2000/06/21/space-station-silicon-valley |title=Space Station Silicon Valley (GBC) |last=Jones |first=Tim |date=2000-06-20 |accessdate=2014-03-12 |publisher=[[IGN]]}}</ref><br>{{vgrelease|EU=July 1999}}'''PlayStation'''<br>{{vgrelease|EU=June 2000}}
| artist = Jamie Bryan
|genre = 3D [[Platform game|platformer]]
| composer = Stuart Ross{{efn|Matt Sugden and Craig Beattie created the music for the PlayStation version, replacing the original work by Stuart Ross.<ref name="Hardcore2"/>}}
|modes = [[Single-player video game|Single-player]]
| released = {{collapsible list|title=21 October 1998|titlestyle=font-weight:normal;font-size:12px;background:transparent;text-align:left|'''Nintendo 64'''<br>{{vgrelease|NA=21 October 1998|EU=November 1998}}'''Game Boy Color'''<br>{{vgrelease|EU=1999}}'''PlayStation'''<br>{{vgrelease|EU=June 2000}}}}
|platforms = [[Nintendo 64]], [[PlayStation (console)|PlayStation]], [[Game Boy Color]]
| genre = [[Platform game|Platformer]]
|composer = Stuart Ross
| modes = [[Single-player video game|Single-player]]
| platforms = [[Nintendo 64]], [[Game Boy Color]], [[PlayStation (console)|PlayStation]]
}}
}}


'''''Space Station Silicon Valley''''' is a [[platform game]] released in October [[1998 in video gaming|1998]] by Scottish developer DMA Design (now known as [[Rockstar North]], creator of the ''[[Grand Theft Auto (series)|Grand Theft Auto]]'' series). It was initially released for the [[Nintendo 64]], and later ported into two Europe exclusive versions, first for [[Game Boy Color]] in 1999, and later for [[PlayStation (console)|PlayStation]] under the title of '''''Evo's Space Adventures'''''. The game is known for its game-breaking [[Bug (software)|bugs]] and several [[glitch]]es, but this did not prevent it from attaining positive reviews.
'''''Space Station Silicon Valley''''' is a [[Platform game|platformer]] video game developed by [[DMA Design]] and published by [[Take-Two Interactive]]. It was originally released for the [[Nintendo 64]] in October 1998, and was ported for the [[Game Boy Color]] in 1999, and for the [[PlayStation (console)|PlayStation]] in 2000 under the name ''Evo's Space Adventures''.{{efn|name="ports"}} Players control Evo, a [[robot]] reduced to a crawling [[Integrated circuit|microchip]] after a ship crash, and are tasked with entering the bodies of animals to solve puzzles and defeat enemies.


The game began development in September 1995, as part of a publishing deal with [[BMG Interactive]]. When this deal fell through, the development team turned their focus to the Nintendo 64, which allowed for more advanced environment and model processing. The hardware also shaped the game's humour and style, with a [[soft focus]] look leading to a style akin to [[Plasticine]] models. The game's distinct British humour was also used to distinguish it from other games. Similarly, the game's music was created to resemble [[B movie]]s.
==Storyline==
The game's storyline revolves around a [[space station]] designed as a "technologically advanced [[amusement park]]" and home to numerous animals. In the year 2001, it was launched and vanished seven minutes later. Thought to have disappeared forever, it reappears in the year 3000, and its designer, Professor Cheese, mysteriously vanishes upon an excursion to the station. Following this, a duo of "Heroes for Hire" are dispatched to investigate. Danger Dan and his robotic partner Evo, a "super-intelligent, self-evolving robot" (the end result of the Silicon Valley experiment) arrive to find that over 1000 years, the animal cargo had evolved and merged with the station's technology; examples include an electronically powered [[fox]] with motorized wheels and a steam-powered [[hippopotamus]]. Throughout the course of the game, the space station is on a collision course with [[Earth]], and it is the player's mission to save all of humanity. At the end of the game, Evo arrives at the control room in the center of the station. He confronts the Evil Brain, who is fascinated by Evo's abilities and wants to keep him to complete the Station's collection of robotic animals. The Brain believes that Evo's powers can lead him to domination of the galaxy, claiming that "with your body and my mind, we can rule the stars". The Brain threatens to fire his "Doomsday-o-Matic shrinkray" at the Earth. Evo easily defeats the Brain with his laser-vision, but is unable to stop the Space Station from spinning out of control. The station finally collides with earth, landing in [[New York Harbor]]. In the process, all of the robotic animals escape from the station. Evo (now fully constructed) must run around [[New York City]], searching out and terminating all of the animals before they break free to terrorize all of Earth.


At release, ''Space Station Silicon Valley'' was acclaimed by many reviewers, with praise particularly directed at the intuitive mechanics, innovative level design, and comical concepts. It won numerous awards, including Game of the Month and Most Innovative Game from [[IGN]]. Despite this, the game performed poorly commercially, and was unable to secure enough sales to warrant a sequel.
==Gameplay==
The player controls Evo, a [[robot]] reduced to a crawling [[integrated circuit|microchip]] during a crash into the titular station caused by a fight over radio stations. Without protection, Evo loses energy at a steady rate. To survive, Evo must enter the bodies of animals (who each possess their own abilities) and use them to solve puzzles and defeat enemies in each level, collecting Evo's "purple power cells" along the way. As this progresses, Dan is trapped in the team's destroyed [[spacecraft|spaceship]] assigning Evo his missions and occasionally commenting.


== Gameplay ==
While progressing through the four distinct sections of the space station — Euro-Eden, Arctic Kingdom, Jungle Safari, and Desert Adventure — the player collects the scattered remains of Evo's protective shell suit, eventually re-assembling him for the final level.
[[Image:Space Station Silicon Valley gameplay screenshot.jpg|250px|thumb|left|In the game, players enter the bodies of animals, gaining their abilities in order to solve puzzles and defeate enemies.]]


''Space Station Silicon Valley'' is a [[platform game]] that is viewed from a [[Third-person view|third-person perspective]]. Players traverse several different environments to advance through the game.<ref name="p6"/> During the game, players control Evo—a [[robot]] who is reduced to a crawling [[Integrated circuit|microchip]] during a ship crash, and is losing energy at a steady rate without protection.<ref name="p3"/><ref name="p7">{{harvnb|Baglow|1998|p=7}}</ref> In order to survive, players enter the bodies of animals by attacking them, which disables them and allows players to take command of its body.<ref name="GameInformer Review"/> Each animal possesses different characteristics, including survival rate and special attacks,<ref name="GameSpot Review"/> and use different abilities; for example, large animals such as bears are able to destroy ice blocks, which other animals are incapable of doing.<ref name="GameRev Review"/> Some animals are also unable to survive in certain unfamiliar environments, forcing players to enter the body of another.<ref name="NGamer1"/> The animals are used to solve puzzles and defeat enemies in each level, collecting Evo's power cells to maintain energy.<ref name="p7"/>
==Critical reception==

During the game, players are frequently accompanied by the voice of Dan Danger, a human who is trapped in the destroyed [[spacecraft|spaceship]]. Dan assigns missions to players, occasionally commenting on their performance.<ref name="GameRev Review"/> The game is set on a [[space station]]—the titular Silicon Valley,<ref name="p3">{{harvnb|Baglow|1998|p=3}}</ref> which consists of four environments: Euro Eden, Arctic Kingdom, Jungle Safari, and Desert Adventure.<ref name="p6">{{harvnb|Baglow|1998|p=6}}</ref> The environments are unlocked as players progress through the game.<ref name="GameRev Review"/> Each environment consists of numerous sub-levels, ranging from six to ten,<ref name="Hardcore1"/> each of which task players with certain objectives; examples include activating switches, disabling electric fences, and gathering a set amount of objects.<ref name="GameInformer Review"/> As players progress through the levels, they collect the scattered remains of Evo's protective shell suit, eventually re-assembling them for the final level.<ref name="Game"/> Each level also contains a hidden objective, such as collecting a souvenir or making an animal perform a certain act; as players complete the hidden objectives, they are rewarded with a gold trophy, and collecting all trophies unlocks a bonus level.<ref name="Hardcore1"/>

== Plot ==
In the year 2001, the space station Silicon Valley was launched, housing numerous animals. Seven minutes after its launch, it vanished. Believed to have disappeared forever, it reappears in the year 3000, and the many expeditions sent to retrieve the space station vanished without explanation. Following this, the duo of Dan Danger and Evo were sent to investigate;<ref name="p3"/> they discover that the animal cargo has evolved and merged with the station's technology, resulting in animals such as an electronically-powered [[fox]] with motorised wheels, and a steam-powered [[hippopotamus]]. Evo sets out to fix the control station, which is on a collision course with Earth. Upon arriving at the control room, Evo confronts the Evil Brain, who is fascinated by Evo's abilities and wants to keep him to complete the collection of robotic animals. The Evil Brain threatens to destroy the Earth, but is quickly defeated by Evo. Despite this, Evo is unable to stop the space station from spinning out of control; it collides with Earth, landing in [[New York Harbor]]. The robotic animals escape and flee around [[New York City]], and Evo sets out to terminate them before they terrorise the planet.<ref name="Game"/>

== Development ==
[[File:N64-Console-Set.png|300px|right|thumb|''Space Station Silicon Valley'' was developed for the [[Nintendo 64]]. The development team took advantage of the advanced hardware to process the game's models and environments.<ref name="Gamasutra"/>]]

''Space Station Silicon Valley'' began development in September 1995, as part of a three-game publishing deal between developer [[DMA Design]] and [[BMG Interactive]], the other games being ''[[Grand Theft Auto (video game)|Grand Theft Auto]]'' (1997) and ''[[Tanktics]]'' (1998). All three games were planned to be released on [[Microsoft Windows]], [[PlayStation (console)|PlayStation]] and [[Sega Saturn]], as they were the most popular platforms at the time.<ref name="Gamasutra"/> Following [[Take-Two Interactive]]'s acquisition of BMG Interactive in March 1998,<ref name="MCV Houser"/> Take-Two acquired the publishing rights to the game,<ref name="IGN Baglow"/> and the team instead changed focus to develop the game for the [[Nintendo 64]], upon discovering that Windows was incapable of processing the models and environments intended for use. Every member of the team that developed ''Space Station Silicon Valley'' began working at DMA Design at the beginning of development, in September 1995. Development began using the new [[DirectX]] libraries, following the release of [[Windows 95]]. The levels were designed and edited using [[Silicon Graphics]] computers, which were transferred directly to the Nintendo 64 development boards. The team found the Nintendo 64 to be more advanced than previous hardware; programmer Grant Salvona described the development kits as "the most powerful hardware available in the building".<ref name="Gamasutra"/>

The game's humour and style was shaped by hardware limitations; when the hardware rendered the character models in [[soft focus]], the team noted that they resembled [[Plasticine]] models, and continued to create the game with a look and style akin to ''[[Wallace and Gromit]]'' (1990–present). The game was presented with "distinctive 'British' humour" to distinguish from other games; lead programmer [[Leslie Benzies]] and artist Aaron Garbut often presented the team with other Nintendo 64 games, such as ''[[Super Mario 64]]'' (1996), to identify the differences.<ref name="Gamasutra"/> The team ensured that each level felt distinct, while maintaining a coherent style. This diversity was achieved using the development tools, which allowed various members of the team to experiment in creating designs.<ref name="Gamasutra"/> Manual text writer Brian Baglow said that the game's music provided freedom to the team, as it "doesn't necessarily have to fit the action on the screen".<ref name="IGN Baglow"/> He explained that the audio was designed to fit with the "cheesy, slightly twisted [[B movie|B-movies]] animation kind of feel".<ref name="IGN Baglow"/> Baglow found that creating the music on a [[ROM cartridge|cartridge]] instead of a [[CD-ROM|CD]] prompted the team to discover new techniques of working within the boundaries of the former, stating that "people who are doing music for CD-based systems get very, very lazy".<ref name="IGN Baglow"/>

While similar body-swapping games already existed, such as ''[[Paradroid]]'' (1985), they had little influence on the development of ''Space Station Silicon Valley''. The team were instead influenced by other games in development at DMA, including ''Grand Theft Auto'' and ''[[Body Harvest]]'' (1998).<ref name="Gamasutra"/> Unlike those games, ''Space Station Silicon Valley'' does not take place in an [[open world]]; "they're a bugger to make," explained creative director Gary Penn.<ref name="NGamer3"/> The objective of the team was to create a game where players were encouraged to try new things to see the outcome.<ref name="Gamasutra"/> The original concept for the game was that players would eat robots and become increasingly larger, described by creative director lead artist Jamie Bryan as being similar to ''[[Cubivore: Survival of the Fittest]]'' (2002).<ref name="NGamer2"/> Another early idea was for the in-game animals to consist of different parts, and destroying one animal would allow players to swap some features with their existing body; this was quickly discarded, as the team realised it would require extensive testing.<ref name="Gamasutra"/>

The game was developed with little interference from upper management; programmer Obbe Vermeij said that "only after 18 months was there a push to get everything together into a finished game".<ref name="Gamasutra"/> ''Space Station Silicon Valley'' entered [[Software release life cycle#Beta|beta]] in August 1998,<ref name="IGN Baglow"/> and was first released for Nintendo 64 on October 21, 1998.<ref name="IGN Review"/> Baglow attributed the lengthy development cycle to the scale of the game, stating that "it's got to be fun".<ref name="IGN Baglow"/> A [[Game Boy Color]] version of the game—a 2D remake of the original version—was released in Europe in late 1999;<ref name="IGN Preview GBC"/> [[IGN]]'s Tim Jones was critical of the port, criticising the gameplay and level design.<ref name="IGN Review GBC"/> The game was also ported to the [[PlayStation (console)|PlayStation]] by Runecraft in June 2000, under the title ''Evo's Space Adventures'',<ref name="Hardcore2"/> although the original development team had little input besides providing the models, codes and textures;<ref name="Gamasutra"/> a review by [[:fr:JeuxVideo.com|JeuxVideo.com]] criticised the port's poor gameplay and graphics,<ref name="JeuxVideo Review"/> and it has elsewhere been described as "one of the laziest ports in the history of video games".<ref name="Hardcore2"/>

== Reception ==
{{Video game reviews
{{Video game reviews
| title = Nintendo 64 version reception
| MC = 83/100<ref name=MC/>
| MC = 83/100<ref name="Metacritic">{{cite web |url=http://www.metacritic.com/game/nintendo-64/space-station-silicon-valley |title=Space Station Silicon Valley Critic Reviews for Nintendo 64 |work=[[Metacritic]] |publisher=[[CBS Interactive]] |accessdate=6 April 2016 |archiveurl=http://www.webcitation.org/6gZ6jjyxN |archivedate=6 April 2016 |deadurl=no }}</ref>
| EGM = 8.37/10<ref>{{cite journal |title=Space Station Silicon Valley |magazine=[[Electronic Gaming Monthly]] |year=1998}}</ref>
| GI = 6.5/10<ref>{{cite journal |url=http://www.gameinformer.com/cgi-bin/review.cgi?sys=n64&path=dec98&doc=space |title=Space Station Silicon Valley |issue=68 |date=December 1998 |accessdate=2014-03-12 |magazine=[[Game Informer]] |archiveurl=https://web.archive.org/web/19990908193420/http://www.gameinformer.com/cgi-bin/review.cgi?sys=n64&path=dec98&doc=space |archivedate=1999-09-08 |deadurl=yes}}</ref>
| GI = 6.5/10<ref name="GameInformer Review">{{cite journal |url=http://www.gameinformer.com/cgi-bin/review.cgi?sys=n64&path=dec98&doc=space |title=Space Statio Silicon Valley - Nintendo 64 - Review |issue=68 |date=December 1998 |last1=McNamara |first1=Andy |last2=Storm |first2=Jon |last3=Reiner |first3=Andrew |magazine=[[Game Informer]] |publisher=[[GameStop]] |accessdate=6 April 2016 |archiveurl=https://web.archive.org/web/19990908193420/http://www.gameinformer.com/cgi-bin/review.cgi?sys=n64&path=dec98&doc=space |archivedate=8 September 1999 }}</ref>
| GamePro = {{Rating|4|5}}<ref>{{cite web |url=http://gamepro.com/nintendo/n64/games/reviews/280.shtml |title=Space Station Silicon Valley Review for N64 on GamePro.com |author=Air Hendrix |year=1998 |accessdate=2014-03-12 |publisher=''[[GamePro]]'' |archiveurl=https://web.archive.org/web/20050215025714/http://gamepro.com/nintendo/n64/games/reviews/280.shtml |archivedate=2005-02-15 |deadurl=yes}}</ref>
| GameRev = B+<ref name="GameRev Review">{{cite web |url=http://www.gamerevolution.com/review/space-station-silicon-valley |title=Space Station Silicon Valley Review |author=Dr. Moo |work=[[Game Revolution]] |publisher=[[CraveOnline]] |date=1 November 1998 |accessdate=6 April 2016 |archiveurl=http://www.webcitation.org/6gZ3cHtJe |archivedate=6 April 2016 |deadurl=no }}</ref>
| GameRev = B+<ref>{{cite web |url=http://www.gamerevolution.com/review/space-station-silicon-valley |title=Space Station Silicon Valley Review |author=Dr. Moo |date=November 1998 |accessdate=2014-03-12 |publisher=[[Game Revolution]]}}</ref>
| GSpot = 7.1/10<ref name="GameSpot Review">{{cite web |url=http://www.gamespot.com/reviews/space-station-silicon-valley-review/1900-2545199/ |title=Space Station Silicon Valley Review |last=Fielder |first=Lauren |work=[[GameSpot]] |publisher=[[CBS Interactive]] |date=5 November 1998 |accessdate=6 April 2016 |archiveurl=http://www.webcitation.org/6gZ3fefBD |archivedate=6 April 2016 |deadurl=no }}</ref>
| GSpot = 7.1/10<ref>{{cite web |url=http://www.gamespot.com/reviews/space-station-silicon-valley-review/1900-2545199/ |title=Space Station Silicon Valley Review |last=Fielder |first=Lauren |date=1998-11-05 |accessdate=2014-03-12 |publisher=[[GameSpot]]}}</ref>
| IGN = 9.5/10<ref name="IGN Review">{{cite web |url=http://www.ign.com/articles/1998/10/24/space-station-silicon-valley-3 |title=Space Station Silicon Valley (N64) |last=Casamassina |first=Matt |work=[[IGN]] |publisher=[[Ziff Davis]] |date=23 October 1998 |accessdate=6 April 2016 |archiveurl=http://www.webcitation.org/6gZ3mB4Es |archivedate=6 April 2016 |deadurl=no }}</ref>
| rev1 = [[Next Generation (magazine)|Next Generation]]
| IGN = 9.5/10 (N64)<ref name=IGN64>{{cite web |url=http://www.ign.com/articles/1998/10/24/space-station-silicon-valley-3 |title=Space Station Silicon Valley (N64) |last=Casamassina |first=Matt |date=1998-10-23 |accessdate=2014-03-12 |publisher=IGN}}</ref><br />5/10 (GBC)<ref name=IGNGBC/>
| NP = 8.1/10<ref>{{cite journal |title=Space Station Silicon Valley (N64) |magazine=[[Nintendo Power]] |volume=113 |date=October 1998}}</ref>
| rev1Score = {{rating|5|5}}<ref name="NextGen Review">{{cite journal |title=Space Station: Silicon Valley |page=98–99 |journal=[[Next Generation (magazine)|Next Generation]] |issue=49 |date=January 1999 |editor-last=Charla |editor-first=Chris |publisher=[[Imagine Media]] }}</ref>
}}
}}
''Space Station Silicon Valley'' was well received by critics. [[Review aggregator]] [[Metacritic]] calculated an [[Normalization (statistics)|average]] score of 83 out of 100 based on 10 reviews, for the Nintendo 64 version. Metacritic ranks the game within the top 10 Nintendo 64 games released in 1998.<ref name="Metacritic"/> Praise was particularly directed at the game's intuitive mechanics,<ref name="GameRev Review"/><ref name="IGN Review"/> innovative level design,<ref name="NextGen Review"/><ref name="EGM Review"/> and comical concepts.<ref name="NextGen Review"/><ref name="EGM Review"/> The game was also applauded for the originality of its concept, with [[IGN]]'s Matt Casamassina called ''Space Station Silicon Valley'' "maybe the most original game to hit Nintendo 64",<ref name="IGN Review"/> and ''[[Next Generation (magazine)|Next Generation]]'' named it "one of the very best Nintendo 64 has to offer".<ref name="NextGen Review"/>
''Space Station Silicon Valley'' was largely well received due to its intuitive mechanics, innovative level design, and comical concepts, obtaining a cumulative score of 83 on [[Metacritic]].<ref name=MC>{{cite web |url=http://www.metacritic.com/game/nintendo-64/space-station-silicon-valley/critic-reviews | title=Space Station Silicon Valley Critic Reviews for Nintendo 64 |accessdate=2014-03-12 |publisher=[[Metacritic]]}}</ref>{{-}}


Critics lauded the gameplay. Casamassina of IGN called it "nearly flawless",<ref name="IGN Review"/> while ''Next Generation'' named it "a satisfying challenge".<ref name="NextGen Review"/> A reviewer from [[Game Revolution]] noted that the game "keeps the emphasis on gameplay", particularly appreciating the attention to detail, however noted inconveniences in the [[Virtual camera system|camera]].<ref name="GameRev Review"/> Lauren Fielder of [[GameSpot]] felt that the game's puzzles were very simple to decipher, but noted that the game accomplishes its goal of entertaining and amusing players.<ref name="GameSpot Review"/> Andrew Reiner of ''[[Game Informer]]'' found the game "monotonous", and the missions to be "immensely boring".<ref name="GameInformer Review"/>
==In popular culture==
Scenes from this game are featured in the music video for [[Mouse On Mars]]'s song "Twift Shoeblade". The victory theme heard after completing a level can be heard occasionally on one of the radio stations in DMA's 1999 game, ''[[Grand Theft Auto 2]]''.


A reviewer for ''Next Generation'' named the level design "superb", praising the variety and open-ended approach of the levels.<ref name="NextGen Review"/> [[Dan Hsu]] of ''[[Electronic Gaming Monthly]]'' echoed similar remarks, applauding the game's preparation for contingencies,<ref name="EGM Review"/> and ''[[Daily Radar]]''{{'}}s Max Everingham described the levels as "innovative".<ref name="Daily Radar Review"/> Game Revolution disliked the inability to [[Saved game|save the game]] mid-level, but otherwise appreciated the variety of the levels,<ref name="GameRev Review"/> while a reviewer for ''Game Informer'' found the levels to be "fairly small".<ref name="GameInformer Review"/>
==References==

{{Reflist|30em}}
Game Revolution wrote that the game has "some of the best sound yet" for a Nintendo 64 game, praising the variety of the musical tracks.<ref name="GameRev Review"/> IGN's Casamassina found the music "very well executed" and "very entertaining", likening it to "'futuristic [[Space rock|space pop]]' and [[Elevator music|elevator-like tunes]]", and named the sound effects "equally satisfying".<ref name="IGN Review"/> Conversely, ''Electronic Gaming Monthly''{{'}}s Hsu found the music "ultra-annoying".<ref name="EGM Review"/> For the PlayStation version of the game, in which the original music is replaced, John Szczepaniak of ''Hardcore Gaming 101'' said that it "sucks", writing that "the elevator style music is made even more obnoxious, and some of the really good tunes ... have been replaced with awful generic [[heavy metal]]".<ref name="Hardcore2"/>

IGN's Casamassina found that the game "lacks the graphic finesse of a title like ''[[Banjo-Kazooie]]''", but praised it nonetheless,<ref name="IGN Review"/> while GameSpot's Lauren Fielder called the graphics "nothing special".<ref name="GameSpot Review"/> Game Revolution praised the graphics, particularly applauding the smooth textures and vibrant colour palette, as well as the detail of the character movement.<ref name="GameRev Review"/> ''Next Generation'' felt that the game "doesn't push Nintendo 64's hardware to the limits", and noted some occasional [[frame rate]] slowdown, but appreciated the "cute" and simplistic design.<ref name="NextGen Review"/> Jon Storm of ''Game Informer'' called the graphics "lame", criticising the lack of detail in the environments and characters.<ref name="GameInformer Review"/> In a retrospective feature, Craig Owens of ''[[Nintendo Gamer]]'' wrote that the game's "chunky, angular" art style conveys the "experimental, unpredictable tone".<ref name="NGamer4"/>

''Electronic Gaming Monthly'' presented ''Space Station Silicon Monthly'' the Silver Editor's Choice Award.<ref name="Gamasutra"/> It was named IGN's Game of the Month for October 1998,<ref name="IGN GOTM"/> and in February 1999 it won Most Innovative Game from IGN, who praised it for capturing "old-school" gameplay mechanics.<ref name="IGN Special Achievement"/> In January 2007, IGN placed the game fifth on a list of "Underrated and Underappreciated Games",<ref name="IGN Underrated"/> and in April 2009 placed it on a list of "Nintendo 64 Treasures", stating that it "remains one of the great unsung heroes" of the console.<ref name="IGN Treasures"/> Despite its critical success, the game failed to match expected sales,<ref name="Gamasutra"/> and was unable to earn enough money to warrant a sequel.<ref name="NGamer3"/> The team attributed the poor commercial performance to the game's simultaneous launch with ''[[The Legend of Zelda: Ocarina of Time]]'', which was Nintendo's marketing focus at the time.<ref name="Gamasutra"/>

{{-}}

== Notes and references ==
'''Notes'''
{{notelist}}

'''References'''
{{Reflist|30em|refs=

<ref name="Daily Radar Review">{{cite web |url=http://www.dailyradar.com/reviews/game_review_188.html |title=Review - Space Station: Silicon Valley |last=Everingham |first=Max |work=[[Daily Radar]] |publisher=[[Future plc]] |accessdate=7 April 2016 |archiveurl=http://web.archive.org/web/20000304042521/http://www.dailyradar.com/reviews/game_review_188.html |archivedate=4 March 2000 }}</ref>

<ref name="EGM Review">{{cite journal |title=Space Station Silicon Valley |page=244 |journal=[[Electronic Gaming Monthly]] |issue=112 |date=November 1998 |last=Hsu |first=Dan |authorlink=Dan Hsu |publisher=EGM Media }}</ref>

<ref name="Gamasutra">{{cite web |url=http://www.gamasutra.com/blogs/JohnSzczepaniak/20130605/193654/Unusual_Evolution__Developing_Space_Station_Silicon_Valley.php |title=Unusual Evolution – Developing Space Station Silicon Valley |last=Szczepaniak |first=John |work=[[Gamasutra]] |publisher=[[UBM plc]] |date=5 June 2013 |accessdate=7 April 2016 |archiveurl=http://www.webcitation.org/6gaOc4oMB |archivedate=7 April 2016 |deadurl=no }}</ref>

<ref name="Game">{{cite video game |title=Space Station Silicon Valley |developer=[[DMA Design]] |publisher=[[Take-Two Interactive]] |date=21 October 1998 |platform=[[Nintendo 64]] |version=1.0 }}</ref>

<ref name="Hardcore1">{{cite web |url=http://www.hardcoregaming101.net/spacestationsiliconvalley/sssv.htm |title=SpaceStation Silicon Valley |page=1 |last=Szczepaniak |first=John |publisher=Hardcore Gaming 101 |date=5 January 2015 |accessdate=8 April 2016 |archiveurl=http://www.webcitation.org/6gc5RidpK |archivedate=8 April 2016 |deadurl=no }}</ref>

<ref name="Hardcore2">{{cite web |url=http://www.hardcoregaming101.net/spacestationsiliconvalley/sssv2.htm |title=SpaceStation Silicon Valley |page=2 |last=Szczepaniak |first=John |publisher=Hardcore Gaming 101 |date=5 January 2015 |accessdate=7 April 2016 |archiveurl=http://www.webcitation.org/6gaLzCDZF |archivedate=7 April 2016 |deadurl=no }}</ref>

<ref name="IGN Baglow">{{cite web |url=http://ign.com/articles/1998/07/25/do-scotsmen-dream-of-electric-sheep |title=Do Scotsmen Dream of Electric Sheep? |last=Schneider |first=Peer |authorlink=Peer Schneider |work=[[IGN]] |publisher=[[Ziff Davis]] |date=24 July 1998 |accessdate=7 April 2016 |archiveurl=http://www.webcitation.org/6gaO3rLg3 |archivedate=7 April 2016 |deadurl=no }}</ref>

<ref name="IGN GOTM">{{cite web |url=http://ign.com/articles/1998/10/06/n64-games-in-october |title=N64 Games in October |work=[[IGN]] |publisher=[[Ziff Davis]] |date=5 October 1998 |accessdate=7 April 2016 |archiveurl=http://www.webcitation.org/6gZxddVic |archivedate=6 April 2016 |deadurl=no }}</ref>

<ref name="IGN Preview GBC">{{cite web |url=http://ign.com/articles/1999/07/31/space-station-silicon-valley-2 |title=Space Station Silicon Valley |last=Harris |first=Craig |work=[[IGN]] |publisher=[[Ziff Davis]] |date=30 July 1999 |accessdate=7 April 2016 |archiveurl=http://www.webcitation.org/6ga221RrA |archivedate=6 April 2016 |deadurl=no }}</ref>

<ref name="IGN Review GBC">{{cite web |url=http://www.ign.com/articles/2000/06/21/space-station-silicon-valley |title=Space Station Silicon Valley (GBC) |last=Jones |first=Tim |work=[[IGN]] |publisher=[[Ziff Davis]] |date=20 June 2000 |accessdate=6 April 2016 |archiveurl=http://www.webcitation.org/6gZ3rOyOf |archivedate=6 April 2016 |deadurl=no }}</ref>

<ref name="IGN Special Achievement">{{cite web |url=http://ign.com/articles/1999/02/06/special-achievement-awards |title=Special Achievement Awards |work=[[IGN]] |publisher=[[Ziff Davis]] |date=5 February 1999 |accessdate=7 April 2016 |archiveurl=http://www.webcitation.org/6gZNyRrE1 |archivedate=6 April 2016 |deadurl=no }}</ref>

<ref name="IGN Treasures">{{cite web |url=http://ign.com/articles/2009/04/07/nintendo-64-treasures |title=Nintendo 64 Treasures |last=Buchanan |first=Levi |work=[[IGN]] |publisher=[[Ziff Davis]] |date=7 April 2009 |accessdate=7 April 2016 |archiveurl=http://www.webcitation.org/6gZO9hwMT |archivedate=6 April 2016 |deadurl=no }}</ref>

<ref name="IGN Underrated">{{cite web |url=http://ign.com/articles/2007/01/30/top-10-tuesday-underrated-and-underappreciated-games-2 |title=Top 10 Tuesday: Underrated and Underappreciated Games |last=Casamassina |first=Matt |work=[[IGN]] |publisher=[[Ziff Davis]] |date=30 January 2007 |accessdate=7 April 2016 |archiveurl=http://www.webcitation.org/6gZOWCtti |archivedate=6 April 2016 |deadurl=no }}</ref>

<ref name="JeuxVideo Review">{{cite web |url=http://www.jeuxvideo.com/articles/0000/00000746_test.htm |title=Test du jeu Evos Space Adventures sur PS1 |language=French |work=[[:fr:JeuxVideo.com|JeuxVideo.com]] |publisher=[[:fr:L'Odyssée Interactive|L'Odyssée Interactive]] |date=7 June 2000 |accessdate=7 April 2016 |archiveurl=http://www.webcitation.org/6gaM5SVXa |archivedate=7 April 2016 |deadurl=no }}</ref>

<ref name="MCV Houser">{{cite web |url=http://www.mcvuk.com/news/read/sam-houser-s-cv-in-his-own-words/0691 |title=Sam Houser's CV - in his own words |work=[[Market for Home Computing and Video Games]] |publisher=Intent Media |date=11 July 2008 |accessdate=27 March 2016 |archiveurl=http://www.webcitation.org/6gJkKAqlB |archivedate=27 March 2016 |deadurl=no}}</ref>

<ref name="NGamer1">{{cite web |url=http://www.computerandvideogames.com/348069/features/retrospective-space-station-silicon-valley/?page=1 |title=Retrospective: Space Station Silicon Valley |page=2 |last=Owens |first=Craig |work=[[Nintendo Gamer]] |publisher=''[[Computer and Video Games]]''. [[Future plc]] |date=19 May 2012 |accessdate=8 April 2016 |archiveurl=https://web.archive.org/web/20141218054409/http://www.computerandvideogames.com/348069/features/retrospective-space-station-silicon-valley/?page=1 |archivedate=18 December 2014 }}</ref>

<ref name="NGamer2">{{cite web |url=http://www.computerandvideogames.com/348069/features/retrospective-space-station-silicon-valley/?page=2 |title=Retrospective: Space Station Silicon Valley |page=2 |last=Owens |first=Craig |work=[[Nintendo Gamer]] |publisher=''[[Computer and Video Games]]''. [[Future plc]] |date=19 May 2012 |accessdate=7 April 2016 |archiveurl=https://web.archive.org/web/20141207193555/http://www.computerandvideogames.com/348069/features/retrospective-space-station-silicon-valley/?page=2 |archivedate=7 December 2014 }}</ref>

<ref name="NGamer3">{{cite web |url=http://www.computerandvideogames.com/348069/features/retrospective-space-station-silicon-valley/?page=3 |title=Retrospective: Space Station Silicon Valley |page=3 |last=Owens |first=Craig |work=[[Nintendo Gamer]] |publisher=''[[Computer and Video Games]]''. [[Future plc]] |date=19 May 2012 |accessdate=7 April 2016 |archiveurl=https://web.archive.org/web/20141207193602/http://www.computerandvideogames.com/348069/features/retrospective-space-station-silicon-valley/?page=3#top_banner |archivedate=7 December 2014 }}</ref>

<ref name="NGamer4">{{cite web |url=http://www.computerandvideogames.com/348069/features/retrospective-space-station-silicon-valley/?page=4 |title=Retrospective: Space Station Silicon Valley |page=4 |last=Owens |first=Craig |work=[[Nintendo Gamer]] |publisher=''[[Computer and Video Games]]''. [[Future plc]] |date=19 May 2012 |accessdate=7 April 2016 |archiveurl=https://web.archive.org/web/20141207193559/http://www.computerandvideogames.com/348069/features/retrospective-space-station-silicon-valley/?page=4 |archivedate=7 December 2014 }}</ref>
}}


'''Sources'''
==External links==
* {{cite book |title=Space Station Silicon Valley Instruction Booklet |last=Baglow |first=Brian |publisher=[[Take-Two Interactive]] |year=1998 |ref=harv}}
<!-- Not using the {{MobyGames}} template until it supports TLS (https) -->
* [https://www.mobygames.com/game/space-station-silicon-valley ''Space Station Silicon Valley''] at [[MobyGames]]
* {{youtube | id=IAJ4OT6-5GU | title=Music video for "Twift Shoeblade"}}


{{Portal bar|Nintendo|Video games|1990s|United Kingdom}}
{{Portal bar|Nintendo|Video games|1990s|United Kingdom}}

Revision as of 12:21, 8 April 2016

Space Station Silicon Valley
Space Station Silicon Valley artwork
North American Nintendo 64 cover art
Developer(s)DMA Design[a]
Publisher(s)Take-Two Interactive
Designer(s)Craig Filshie
William Mills
Programmer(s)Leslie Benzies
Artist(s)Jamie Bryan
Composer(s)Stuart Ross[b]
Platform(s)Nintendo 64, Game Boy Color, PlayStation
Release
21 October 1998
  • Nintendo 64
    Game Boy Color
    PlayStation
Genre(s)Platformer
Mode(s)Single-player

Space Station Silicon Valley is a platformer video game developed by DMA Design and published by Take-Two Interactive. It was originally released for the Nintendo 64 in October 1998, and was ported for the Game Boy Color in 1999, and for the PlayStation in 2000 under the name Evo's Space Adventures.[a] Players control Evo, a robot reduced to a crawling microchip after a ship crash, and are tasked with entering the bodies of animals to solve puzzles and defeat enemies.

The game began development in September 1995, as part of a publishing deal with BMG Interactive. When this deal fell through, the development team turned their focus to the Nintendo 64, which allowed for more advanced environment and model processing. The hardware also shaped the game's humour and style, with a soft focus look leading to a style akin to Plasticine models. The game's distinct British humour was also used to distinguish it from other games. Similarly, the game's music was created to resemble B movies.

At release, Space Station Silicon Valley was acclaimed by many reviewers, with praise particularly directed at the intuitive mechanics, innovative level design, and comical concepts. It won numerous awards, including Game of the Month and Most Innovative Game from IGN. Despite this, the game performed poorly commercially, and was unable to secure enough sales to warrant a sequel.

Gameplay

In the game, players enter the bodies of animals, gaining their abilities in order to solve puzzles and defeate enemies.

Space Station Silicon Valley is a platform game that is viewed from a third-person perspective. Players traverse several different environments to advance through the game.[2] During the game, players control Evo—a robot who is reduced to a crawling microchip during a ship crash, and is losing energy at a steady rate without protection.[3][4] In order to survive, players enter the bodies of animals by attacking them, which disables them and allows players to take command of its body.[5] Each animal possesses different characteristics, including survival rate and special attacks,[6] and use different abilities; for example, large animals such as bears are able to destroy ice blocks, which other animals are incapable of doing.[7] Some animals are also unable to survive in certain unfamiliar environments, forcing players to enter the body of another.[8] The animals are used to solve puzzles and defeat enemies in each level, collecting Evo's power cells to maintain energy.[4]

During the game, players are frequently accompanied by the voice of Dan Danger, a human who is trapped in the destroyed spaceship. Dan assigns missions to players, occasionally commenting on their performance.[7] The game is set on a space station—the titular Silicon Valley,[3] which consists of four environments: Euro Eden, Arctic Kingdom, Jungle Safari, and Desert Adventure.[2] The environments are unlocked as players progress through the game.[7] Each environment consists of numerous sub-levels, ranging from six to ten,[9] each of which task players with certain objectives; examples include activating switches, disabling electric fences, and gathering a set amount of objects.[5] As players progress through the levels, they collect the scattered remains of Evo's protective shell suit, eventually re-assembling them for the final level.[10] Each level also contains a hidden objective, such as collecting a souvenir or making an animal perform a certain act; as players complete the hidden objectives, they are rewarded with a gold trophy, and collecting all trophies unlocks a bonus level.[9]

Plot

In the year 2001, the space station Silicon Valley was launched, housing numerous animals. Seven minutes after its launch, it vanished. Believed to have disappeared forever, it reappears in the year 3000, and the many expeditions sent to retrieve the space station vanished without explanation. Following this, the duo of Dan Danger and Evo were sent to investigate;[3] they discover that the animal cargo has evolved and merged with the station's technology, resulting in animals such as an electronically-powered fox with motorised wheels, and a steam-powered hippopotamus. Evo sets out to fix the control station, which is on a collision course with Earth. Upon arriving at the control room, Evo confronts the Evil Brain, who is fascinated by Evo's abilities and wants to keep him to complete the collection of robotic animals. The Evil Brain threatens to destroy the Earth, but is quickly defeated by Evo. Despite this, Evo is unable to stop the space station from spinning out of control; it collides with Earth, landing in New York Harbor. The robotic animals escape and flee around New York City, and Evo sets out to terminate them before they terrorise the planet.[10]

Development

Space Station Silicon Valley was developed for the Nintendo 64. The development team took advantage of the advanced hardware to process the game's models and environments.[11]

Space Station Silicon Valley began development in September 1995, as part of a three-game publishing deal between developer DMA Design and BMG Interactive, the other games being Grand Theft Auto (1997) and Tanktics (1998). All three games were planned to be released on Microsoft Windows, PlayStation and Sega Saturn, as they were the most popular platforms at the time.[11] Following Take-Two Interactive's acquisition of BMG Interactive in March 1998,[12] Take-Two acquired the publishing rights to the game,[13] and the team instead changed focus to develop the game for the Nintendo 64, upon discovering that Windows was incapable of processing the models and environments intended for use. Every member of the team that developed Space Station Silicon Valley began working at DMA Design at the beginning of development, in September 1995. Development began using the new DirectX libraries, following the release of Windows 95. The levels were designed and edited using Silicon Graphics computers, which were transferred directly to the Nintendo 64 development boards. The team found the Nintendo 64 to be more advanced than previous hardware; programmer Grant Salvona described the development kits as "the most powerful hardware available in the building".[11]

The game's humour and style was shaped by hardware limitations; when the hardware rendered the character models in soft focus, the team noted that they resembled Plasticine models, and continued to create the game with a look and style akin to Wallace and Gromit (1990–present). The game was presented with "distinctive 'British' humour" to distinguish from other games; lead programmer Leslie Benzies and artist Aaron Garbut often presented the team with other Nintendo 64 games, such as Super Mario 64 (1996), to identify the differences.[11] The team ensured that each level felt distinct, while maintaining a coherent style. This diversity was achieved using the development tools, which allowed various members of the team to experiment in creating designs.[11] Manual text writer Brian Baglow said that the game's music provided freedom to the team, as it "doesn't necessarily have to fit the action on the screen".[13] He explained that the audio was designed to fit with the "cheesy, slightly twisted B-movies animation kind of feel".[13] Baglow found that creating the music on a cartridge instead of a CD prompted the team to discover new techniques of working within the boundaries of the former, stating that "people who are doing music for CD-based systems get very, very lazy".[13]

While similar body-swapping games already existed, such as Paradroid (1985), they had little influence on the development of Space Station Silicon Valley. The team were instead influenced by other games in development at DMA, including Grand Theft Auto and Body Harvest (1998).[11] Unlike those games, Space Station Silicon Valley does not take place in an open world; "they're a bugger to make," explained creative director Gary Penn.[14] The objective of the team was to create a game where players were encouraged to try new things to see the outcome.[11] The original concept for the game was that players would eat robots and become increasingly larger, described by creative director lead artist Jamie Bryan as being similar to Cubivore: Survival of the Fittest (2002).[15] Another early idea was for the in-game animals to consist of different parts, and destroying one animal would allow players to swap some features with their existing body; this was quickly discarded, as the team realised it would require extensive testing.[11]

The game was developed with little interference from upper management; programmer Obbe Vermeij said that "only after 18 months was there a push to get everything together into a finished game".[11] Space Station Silicon Valley entered beta in August 1998,[13] and was first released for Nintendo 64 on October 21, 1998.[16] Baglow attributed the lengthy development cycle to the scale of the game, stating that "it's got to be fun".[13] A Game Boy Color version of the game—a 2D remake of the original version—was released in Europe in late 1999;[17] IGN's Tim Jones was critical of the port, criticising the gameplay and level design.[18] The game was also ported to the PlayStation by Runecraft in June 2000, under the title Evo's Space Adventures,[1] although the original development team had little input besides providing the models, codes and textures;[11] a review by JeuxVideo.com criticised the port's poor gameplay and graphics,[19] and it has elsewhere been described as "one of the laziest ports in the history of video games".[1]

Reception

Space Station Silicon Valley was well received by critics. Review aggregator Metacritic calculated an average score of 83 out of 100 based on 10 reviews, for the Nintendo 64 version. Metacritic ranks the game within the top 10 Nintendo 64 games released in 1998.[20] Praise was particularly directed at the game's intuitive mechanics,[7][16] innovative level design,[21][22] and comical concepts.[21][22] The game was also applauded for the originality of its concept, with IGN's Matt Casamassina called Space Station Silicon Valley "maybe the most original game to hit Nintendo 64",[16] and Next Generation named it "one of the very best Nintendo 64 has to offer".[21]

Critics lauded the gameplay. Casamassina of IGN called it "nearly flawless",[16] while Next Generation named it "a satisfying challenge".[21] A reviewer from Game Revolution noted that the game "keeps the emphasis on gameplay", particularly appreciating the attention to detail, however noted inconveniences in the camera.[7] Lauren Fielder of GameSpot felt that the game's puzzles were very simple to decipher, but noted that the game accomplishes its goal of entertaining and amusing players.[6] Andrew Reiner of Game Informer found the game "monotonous", and the missions to be "immensely boring".[5]

A reviewer for Next Generation named the level design "superb", praising the variety and open-ended approach of the levels.[21] Dan Hsu of Electronic Gaming Monthly echoed similar remarks, applauding the game's preparation for contingencies,[22] and Daily Radar's Max Everingham described the levels as "innovative".[23] Game Revolution disliked the inability to save the game mid-level, but otherwise appreciated the variety of the levels,[7] while a reviewer for Game Informer found the levels to be "fairly small".[5]

Game Revolution wrote that the game has "some of the best sound yet" for a Nintendo 64 game, praising the variety of the musical tracks.[7] IGN's Casamassina found the music "very well executed" and "very entertaining", likening it to "'futuristic space pop' and elevator-like tunes", and named the sound effects "equally satisfying".[16] Conversely, Electronic Gaming Monthly's Hsu found the music "ultra-annoying".[22] For the PlayStation version of the game, in which the original music is replaced, John Szczepaniak of Hardcore Gaming 101 said that it "sucks", writing that "the elevator style music is made even more obnoxious, and some of the really good tunes ... have been replaced with awful generic heavy metal".[1]

IGN's Casamassina found that the game "lacks the graphic finesse of a title like Banjo-Kazooie", but praised it nonetheless,[16] while GameSpot's Lauren Fielder called the graphics "nothing special".[6] Game Revolution praised the graphics, particularly applauding the smooth textures and vibrant colour palette, as well as the detail of the character movement.[7] Next Generation felt that the game "doesn't push Nintendo 64's hardware to the limits", and noted some occasional frame rate slowdown, but appreciated the "cute" and simplistic design.[21] Jon Storm of Game Informer called the graphics "lame", criticising the lack of detail in the environments and characters.[5] In a retrospective feature, Craig Owens of Nintendo Gamer wrote that the game's "chunky, angular" art style conveys the "experimental, unpredictable tone".[24]

Electronic Gaming Monthly presented Space Station Silicon Monthly the Silver Editor's Choice Award.[11] It was named IGN's Game of the Month for October 1998,[25] and in February 1999 it won Most Innovative Game from IGN, who praised it for capturing "old-school" gameplay mechanics.[26] In January 2007, IGN placed the game fifth on a list of "Underrated and Underappreciated Games",[27] and in April 2009 placed it on a list of "Nintendo 64 Treasures", stating that it "remains one of the great unsung heroes" of the console.[28] Despite its critical success, the game failed to match expected sales,[11] and was unable to earn enough money to warrant a sequel.[14] The team attributed the poor commercial performance to the game's simultaneous launch with The Legend of Zelda: Ocarina of Time, which was Nintendo's marketing focus at the time.[11]

Notes and references

Notes

  1. ^ a b The Game Boy Color version was developed by Tarantula Studios, and the PlayStation version by Runecraft.[1]
  2. ^ Matt Sugden and Craig Beattie created the music for the PlayStation version, replacing the original work by Stuart Ross.[1]

References

  1. ^ a b c d e Szczepaniak, John (5 January 2015). "SpaceStation Silicon Valley". Hardcore Gaming 101. p. 2. Archived from the original on 7 April 2016. Retrieved 7 April 2016. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  2. ^ a b Baglow 1998, p. 6
  3. ^ a b c Baglow 1998, p. 3
  4. ^ a b Baglow 1998, p. 7
  5. ^ a b c d e f McNamara, Andy; Storm, Jon; Reiner, Andrew (December 1998). "Space Statio Silicon Valley - Nintendo 64 - Review". Game Informer (68). GameStop. Archived from the original on 8 September 1999. Retrieved 6 April 2016.
  6. ^ a b c d Fielder, Lauren (5 November 1998). "Space Station Silicon Valley Review". GameSpot. CBS Interactive. Archived from the original on 6 April 2016. Retrieved 6 April 2016. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  7. ^ a b c d e f g h i Dr. Moo (1 November 1998). "Space Station Silicon Valley Review". Game Revolution. CraveOnline. Archived from the original on 6 April 2016. Retrieved 6 April 2016. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  8. ^ Owens, Craig (19 May 2012). "Retrospective: Space Station Silicon Valley". Nintendo Gamer. Computer and Video Games. Future plc. p. 2. Archived from the original on 18 December 2014. Retrieved 8 April 2016. {{cite web}}: Italic or bold markup not allowed in: |publisher= (help)
  9. ^ a b Szczepaniak, John (5 January 2015). "SpaceStation Silicon Valley". Hardcore Gaming 101. p. 1. Archived from the original on 8 April 2016. Retrieved 8 April 2016. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  10. ^ a b DMA Design (21 October 1998). Space Station Silicon Valley (Nintendo 64) (1.0 ed.). Take-Two Interactive.
  11. ^ a b c d e f g h i j k l m Szczepaniak, John (5 June 2013). "Unusual Evolution – Developing Space Station Silicon Valley". Gamasutra. UBM plc. Archived from the original on 7 April 2016. Retrieved 7 April 2016. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  12. ^ "Sam Houser's CV - in his own words". Market for Home Computing and Video Games. Intent Media. 11 July 2008. Archived from the original on 27 March 2016. Retrieved 27 March 2016. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  13. ^ a b c d e f Schneider, Peer (24 July 1998). "Do Scotsmen Dream of Electric Sheep?". IGN. Ziff Davis. Archived from the original on 7 April 2016. Retrieved 7 April 2016. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  14. ^ a b Owens, Craig (19 May 2012). "Retrospective: Space Station Silicon Valley". Nintendo Gamer. Computer and Video Games. Future plc. p. 3. Archived from the original on 7 December 2014. Retrieved 7 April 2016. {{cite web}}: Italic or bold markup not allowed in: |publisher= (help)
  15. ^ Owens, Craig (19 May 2012). "Retrospective: Space Station Silicon Valley". Nintendo Gamer. Computer and Video Games. Future plc. p. 2. Archived from the original on 7 December 2014. Retrieved 7 April 2016. {{cite web}}: Italic or bold markup not allowed in: |publisher= (help)
  16. ^ a b c d e f g Casamassina, Matt (23 October 1998). "Space Station Silicon Valley (N64)". IGN. Ziff Davis. Archived from the original on 6 April 2016. Retrieved 6 April 2016. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  17. ^ Harris, Craig (30 July 1999). "Space Station Silicon Valley". IGN. Ziff Davis. Archived from the original on 6 April 2016. Retrieved 7 April 2016. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  18. ^ Jones, Tim (20 June 2000). "Space Station Silicon Valley (GBC)". IGN. Ziff Davis. Archived from the original on 6 April 2016. Retrieved 6 April 2016. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  19. ^ "Test du jeu Evos Space Adventures sur PS1". JeuxVideo.com (in French). L'Odyssée Interactive. 7 June 2000. Archived from the original on 7 April 2016. Retrieved 7 April 2016. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  20. ^ a b "Space Station Silicon Valley Critic Reviews for Nintendo 64". Metacritic. CBS Interactive. Archived from the original on 6 April 2016. Retrieved 6 April 2016. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  21. ^ a b c d e f g Charla, Chris, ed. (January 1999). "Space Station: Silicon Valley". Next Generation (49). Imagine Media: 98–99.
  22. ^ a b c d Hsu, Dan (November 1998). "Space Station Silicon Valley". Electronic Gaming Monthly (112). EGM Media: 244.
  23. ^ Everingham, Max. "Review - Space Station: Silicon Valley". Daily Radar. Future plc. Archived from the original on 4 March 2000. Retrieved 7 April 2016.
  24. ^ Owens, Craig (19 May 2012). "Retrospective: Space Station Silicon Valley". Nintendo Gamer. Computer and Video Games. Future plc. p. 4. Archived from the original on 7 December 2014. Retrieved 7 April 2016. {{cite web}}: Italic or bold markup not allowed in: |publisher= (help)
  25. ^ "N64 Games in October". IGN. Ziff Davis. 5 October 1998. Archived from the original on 6 April 2016. Retrieved 7 April 2016. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  26. ^ "Special Achievement Awards". IGN. Ziff Davis. 5 February 1999. Archived from the original on 6 April 2016. Retrieved 7 April 2016. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  27. ^ Casamassina, Matt (30 January 2007). "Top 10 Tuesday: Underrated and Underappreciated Games". IGN. Ziff Davis. Archived from the original on 6 April 2016. Retrieved 7 April 2016. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  28. ^ Buchanan, Levi (7 April 2009). "Nintendo 64 Treasures". IGN. Ziff Davis. Archived from the original on 6 April 2016. Retrieved 7 April 2016. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)

Sources