N64 Archive
Nintendo 64 Longplay: 1080° Snowboarding
updated
Big Mountain 2000, known in Japan as Snow Speeder (スノースピーダー, Sunō Supīdā), is a skiing/snowboarding video game for the Nintendo 64.
Big Mountain 2000 puts the player in control of one of six racers of varying abilities using either snowboard or skis. There are three different modes to choose from: a single-player Championship, a 2-player Multiplayer mode, and Time Attack. The player can edit their selected racer's loadout of snowboard/skis and clothing to compliment or detriment their various stats. There are three race types: Free Ride, slalom and Giant slalom. On top of trying to beat their own personal record, the player also has a countdown timer which will disqualify them from the race if it reaches zero. Time can be added by passing through one of the two Checkpoints on their selected stage during Free Ride or passing through the flags on the slalom courses. Players can perform tricks by moving the control stick and pressing the B button in mid-air. The player also has a stamina meter that decreases after wiping out, collision with another racer, or uneven landings from a jump, with longer time intervals between falling and getting up each time the racer falls over.
As the player progresses through the game, their Speed, Cornering, and Cool stat will increase. Once a certain level of Speed and Cornering is achieved (which vary on the racer's base skills), the Racer will rank up from Amateur to Semi-Pro, Professional, and Snow Speeder, unlocking six more pieces of gear per rank (one item for each racer that can be worn by any character excluding the unlockable characters).
After completing all race types using skis and snowboards in each of the four stages, a mirror mode Championship is unlocked. Upon completion of all 24 races again in the mirror mode, three bonus characters are unlocked (which are alluded to in the game's instruction manual).
Notice: a cheat code was used partially through the recording to spice up the game with different characters. I still go for at least a birdie in every stage and show off how to get other characters at least once, but it seemed boring to do that over and over!
Mario Golf is a 1999 sports game developed by Camelot Software Planning and published by Nintendo for the Nintendo 64 (N64). Mario, his friends, and his enemies play golf on a variety of Mario-themed courses. Following NES Open Tournament Golf, it is the second game in the Mario Golf series. Camelot also developed a Game Boy Color version[b], which adds role-playing elements.
The N64 version was re-released on the Wii and Wii U Virtual Console, and on the Nintendo Switch Online + Expansion Pack, in 2008, 2015, and 2022 respectively, while the GBC version was re-released on the Nintendo 3DS Virtual Console in 2012.
Players choose from a variety of characters including Mario, Luigi, Princess Peach, Yoshi, and Wario. The game introduces Plum, Sonny, Harry, Maple, and Charlie, created by Camelot. Players can then select from a number of courses which have features adapted to the Nintendo world. As a "pick up and play" game, it simplifies the game of golf, without its complicated real-life aspects. Although the game is easy to play and simple in appearance, its engine has many variables that can affect a shot, such as wind strength and direction (indicated by a Boo), rain, characters' individual attributes, spin on the ball, and relief of the land. The variety of gameplay modes include speed golf, ring shot, mini golf, and skins match. Every character in the game has voice samples which can be used to comment on opponents' shots.
The Transfer Pak connects the Nintendo 64 and Game Boy Color versions, to exchange characters and data.[1] A GBC character earns experience points with each round.
Vigilante 8: 2nd Offense is a vehicular combat game developed by Luxoflux and published by Activision for PlayStation, Dreamcast and Nintendo 64. It is the sequel to Vigilante 8.
As in Vigilante 8, players control a vehicle and eliminate all other vehicles in the arena with the use of weapons and upgrades. The player can choose to play through a story mode, Quest Mode, or play with an assorted number of bots in Arcade mode. The game also offers a new two-player cooperative mode and a Grand Melee Deathmatch mode, wherein the player endures attacks by multiple AI opponents. Second Offense introduced the "Salvage Points" system, which allows the player to upgrade their vehicle by collecting Salvage Points from destroyed opponents, improving the vehicle's offense, defense, speed, and targeting abilities. The vehicle's external appearance is altered with more Salvage Points and turns into a completely different design when it is fully upgraded. Special icons scattered over the game zone allows the player to improve mobility over certain environments, such as hover pods, skis, and outboard motors. The original game's five standard weapons - mines, rockets, autocannons, homing missiles, and mortars - are now supplanted by flamethrowers, with each weapon now capable of performing three special attacks using movements on the control pad. The Totaling and Whammy combat modes from the first game are also retained, as is the concept of stages with interactive features.
Completing secondary objectives in Quest Mode would also help unlock secret characters. Aside from being able to play music CDs, the player can also access the Vigilante 8 levels for multiplayer matches by inserting the game disc.
The game is set in September 1977, two years after the events of Vigilante 8. The southwestern United States has become peaceful in the wake of the Coyotes' defeat, but the Oil Monopoly Alliance Regime (OMAR) continues to dominate most of the world's petroleum market, well into the 21st century. With new Coyotes leader Slick Clyde leading OMAR during the twilight of his life by 2017, Clyde thinks that a failure to conquer America (which has adopted nuclear and sustainable energy) would be his biggest mistake. He plans to change history by stealing prototype time machines from Stanford University's quantum physics lab, travel back to the 1970s, and eliminate the Vigilantes to ensure OMAR's supremacy.
The PlayStation and Dreamcast versions received "favorable" reviews, while the Nintendo 64 version received "average" reviews, according to the review aggregation website GameRankings.
Tony Hawk's Pro Skater, released as Tony Hawk's Skateboarding in the UK, Australia, New Zealand and parts of Europe, is a skateboarding video game developed by Neversoft and published by Activision. It was released for the PlayStation on September 29, 1999 and was later ported to the Nintendo 64, Game Boy Color, Dreamcast and N-Gage.
Tony Hawk's Pro Skater takes place in a 3D environment permeated by an ambience of punk rock and ska music. The player takes control of a variety of famous skateboarders and must complete missions by performing skateboarding tricks and collecting objects. The game offers several modes of gameplay, including a career mode in which the player must complete objectives and evolve their character's attributes, a free-play mode in which the player may skate without any given objective, and a multi-player mode that features a number of competitive games.
Tony Hawk's Pro Skater was met with critical acclaim for all versions except the Game Boy Color version, which had a more mixed reception.
Doom 64 is a first-person shooter game by Midway Games. It was first released for the Nintendo 64 in 1997, as the second spin-off game in the Doom series after Final Doom (1996), and the third game in the series overall. A remastered port was developed by Nightdive Studios and published by Bethesda Softworks for Windows, Nintendo Switch, PlayStation 4, and Xbox One in March 2020, and for Stadia in May 2020.
Doom 64 was developed from 1994 by Midway Studios San Diego under supervision of id Software, the main developer of the Doom franchise, and was tentatively titled Doom: The Absolution. It has a customized version of the Doom engine, enabling new kinds of level geometry, and dynamic colored lighting. It has new sprite graphics for weapons and monsters.
It received positive reviews from critics, praising its graphics, level design, soundtrack, and general atmosphere, with some criticizing the lack of new gameplay elements compared to the previous games of the series. It gained a cult following, with several fan-made PC source ports and mods.
Huge thanks to @tom02369 for the help and @LuigiBlood for engineering it to be possible.
Mario no Photopi (Japanese: マリオのふぉとぴー, Hepburn: Mario no Fotopī) is a educational video game released for the Nintendo 64 in 1998 in Japan. With a variety of photo retouching and image composition functions, SmartMedia storage card slots, and planned 64DD floppy disk compatibility, the game was intended to supplant Japan's small growing market for personal computers.
Gameplay consists of puzzles that the system constructs from images, encouraging user-generated content. The player can compose a unique image using the included Mario series clip art, borders, fonts, and other graphics. The composition's layout can become a postcard, name card, poster, or a TV slideshow series.
To facilitate such compositions, the user can optionally exchange Exif images with any other SmartMedia device via the two card slots on the top of the game cartridge. Images can be imported from a personal computer or camera and retouched into the game's compositions. Completed compositions can be exported to a personal computer, or Fuji printing kiosk such as at a shopping mall. Four optional SmartMedia cards were produced separately and specifically intended for use with the game, preloaded with video game themed graphics files: Sylvanian Families, Bomberman, Yoshi and The Legend of Zelda.
Star Soldier: Vanishing Earth is a 1998 shoot 'em up video game developed and published by Hudson Soft (Electro Brain for the North American release) for the Nintendo 64, a direct sequel to Soldier Blade and is part of this Star Soldier series. There was also an arcade version released for Seta's Aleck 64, arcade hardware similar to the Nintendo 64.
Star Soldier: Vanishing Earth is a science fiction-themed vertically scrolling shoot 'em up game.
IGN gave Star Soldier: Vanishing Earth 5.0 out of 10 overall stating the gameplay was "okay, but has little variety and little innovation". Nintendo Power gave Star Soldier: Vanishing Earth a 7.2/10, stating "This game is as simple as it gets. If you can see it on the screen, you can shoot it, or it can shoot you. Blast, dodge, collect power-ups. That's it.
All Star Tennis '99 is a simulation tennis game for the Nintendo 64, PlayStation, and Game Boy Color released in 1999, that was developed by Smart Dog and published by Ubi Soft. The featured player on the US and Europe versions is Michael Chang while in the French version the featured player is Yannick Noah who has his name above the title as Yannick Noah All Star Tennis '99.[1] It was one of the first tennis games for the N64 and the only one for that system in the USA until Mario Tennis. It was preceded by Let's Smash/Centre Court Tennis in Japan and Europe, for the Nintendo 64, while being one of many tennis games on PlayStation and Game Boy Color.
Olympic Hockey '98 is an ice hockey game for the Nintendo 64 that was released in 1998. It is a re-release of Wayne Gretzky's 3D Hockey '98, but this time not endorsed by Wayne Gretzky and featuring the license for the 1998 Winter Olympics that were celebrated in Nagano, Japan. It was the video game developer debut of Treyarch.[1] Besides the box art, in-game titles, and some minor graphic changes (such as team logos and colors), every single aspect of the game is practically identical to Wayne Gretzky's 3D Hockey '98. Due to this fact, it received highly negative reviews, with IGN rating Olympic Hockey Nagano '98 a zero.
Olympic Hockey '98 features 14 national teams from the 1998 Winter Olympics: Austria, Belarus, Canada, Czech Republic, Finland, France, Germany, Italy, Japan, Kazakhstan, Russia, Slovakia, Sweden, and the United States.
While the gameplay is very similar to Wayne Gretzky's 3D Hockey, there are minor differences. The rink is bigger than the rink in the previous game (since it is Olympic sized). The game also lists the names of the players below the players.
Ucchannanchan no Honō no Challenger: Denryū Iraira Bō (ウッチャンナンチャンの炎のチャレンジャー 電流イライラ棒) is a puzzle game for the Nintendo 64 released only in Japan in 1997. The game title is one of the longest on the N64 and translates to Ucchannanchan's Flaming Challenger: Irritating Electric Stick. The game features six increasingly difficult wire mazes which the player has to guide a stick through without touching the walls. The player is awarded crowns from bronze to platinum depending on how fast they can beat each stage. The game does not feature any ending screen or credits.
It is based on a segment of the Japanese game show Ucchannanchan no Honō no Challenger: Kore ga Dekitara 100 Man En!! (ウッチャンナンチャンの炎のチャレンジャー これができたら100万円!!); the Neo Geo game The Irritating Maze and the PlayStation game Irritating Stick are based on the same show.
Elmo's Number Journey is a 1999 Sesame Street video game in which Elmo explores Sesame Street and places beyond in a quest to collect numbers.
The game was developed by Realtime Associates Inc. for the Sony PlayStation and Nintendo 64 video game systems and published by NewKidCo, with Ubisoft Entertainment publishing the game in Europe. A companion game, Elmo's Letter Adventure, was also released in 1999.
SimCity 64 (シムシティー64, shimushitī-rokuyon) is a city-building video game developed by HAL Laboratory and published by Nintendo for the Nintendo 64DD. The game and its peripheral were released only in Japan.
SimCity 64 may have been intended as a sequel to Nintendo's Super Nintendo Entertainment System (SNES) release of the original 1991 SimCity, given several elements from the SNES version are found in SimCity 64, including Dr. Wright (named after Will Wright), the city's advisor. Although general gameplay in SimCity 64 is much like SimCity 2000, the game's graphical textures and building tilesets are considerably different and also, the game eliminates the water buildings and pipes only leaving the power plants and power lines. However, the game sports several advanced features that were not seen in SimCity 2000 or even SimCity 3000: The ability to view the city at night (now also available in SimCity 4), pedestrian level free-roaming of a city, and individual road vehicles and pedestrians (which could only be seen while in the free-roaming mode). Cities in the game are also presented in 3D hybrid graphics. The 64DD incarnation of the game SimCopter, which was first planned as a stand-alone title, was later integrated into SimCity 64.
SimCity 64 was developed by HAL Laboratory and published by Nintendo. Word that it was being developed leaked to the press in mid-1997. Producer Shigeru Miyamoto was involved in editing the game. SimCity 64 was originally intended to be released as a launch game for the peripheral. After numerous delays of the 64DD, SimCity 64 was made playable at Nintendo Space World in 1999. The game is considerably obscure, given its Japan-only release and designation to run on the ill-fated 64DD platform.
Puyo Puyo Sun (ぷよぷよSUN, Puyopuyo San) is the third installment of the Puyo Puyo games series, and the sequel to Puyo Puyo 2, made in 1996 by Compile. After the highly acclaimed success of its predecessor, Compile took a slightly more retro approach, so players had a more original feel to the game over that of 2.
The name of Puyo Puyo Sun comes from a Japanese pun on san, and also indicates a new Puyo brought into the game. As Sun Puyo were used in this game, and the game itself is not only set on a tropical beach, but is the third in the series (san (三) is the Japanese word for the number three), the name served multiple purposes.
Puyo Puyo Sun was also released for the PC, which was also translated into Korean.[2] A cut-down port of the game to the Sega Genesis featuring just the versus mode, titled VS Puyo Puyo Sun, was released as part of the Sega Genesis Mini 2 dedicated console in 2022.
Satan (Dark Prince in later English localizations) has used special magic to make the Sun bigger on a remote island, hoping to create a paradise where he can relax surrounded by girls in bikinis. (Draco Centauros, in the Easy difficulty, uses this as an opportunity to find a spot to get a tan, but gets a sunburn in the ending.) Arle Nadja and Schezo, in the Normal and Hard difficulties respectively, find the weather too extreme. Both of them set out to find Satan and stop his plans, but are repeatedly interrupted by others such as Zoh Daimoh, Draco Centauros after her storyline, Suketoudara, Lagnus the Brave (Ragnus in later games), Rulue, and even each other. The ending depends on the playable character; Arle's ending involves Carbuncle firing a laser at the moon and turning it into a second sun, and Schezo's ending involves him shattering the crystal Satan had used to enlarge the sun and then being beaten up by Satan, with Schezo asking, "What's with this ending!?"
Just like the previous games, Puyo fall from the top of the screen in pairs, can be moved left and right, and can be rotated clockwise and counter-clockwise by 90°; if the third column from the left fills up to the top, the game is over. The rule of Sousai and Zenkesei still remain, but every time the player counters, special garbage falls on the screen in a preset pattern (in the Game Boy version of this game, it falls randomly). Every time player clears the screen however, Sun Puyo fall on the screen since the All Clear bonus is removed in this game.
Note: Ports of this game have music slightly different than the arcade original.
In Japan, Game Machine listed Puyo Puyo Sun on their February 15, 1997 issue as being the fifth most-successful arcade game of the month.
Note: The credits were added after the DD cups, despite not securing 1st place in those in regards to their high difficulty. Originally showed up after the Joker cup on the vanilla longplay.
0:00 ~ Start
0:50 ~ Mute City
3:08 ~ Silence
5:20 ~ Sand Ocean
7:24 ~ Devil's Forest
9:34 ~ Big Blue
11:53 ~ Port Town
15:40 ~ Sector α
17:49 ~ Red Canyon
19:50 ~ Devil's Forest 2
22:05 ~ Mute City 2
24:01 ~ Big Blue 2
25:47 ~ White Land
29:43 ~ Fire Field
31:50 ~ Silence 2
34:03 ~ Sector β
36:32 ~ Red Canyon 2
38:53 ~ White Land 2
40:57 ~ Mute City 3
45:26 ~ Rainbow Road
48:39 ~ Devil's Forest 3
50:36 ~ Space Plant
53:20 ~ Sand Ocean 2
55:42 ~ Port Town 2
58:12 ~ Big Hand
1:02:52 ~ Silence 3
1:05:37 ~ Sand Ocean 3
1:08:30 ~ Devil's Forest 4
1:11:14 ~ Port Town 3
1:13:58 ~ Devil's Forest 5
1:16:55 ~ Big Blue 3
1:21:33 ~ Mute City 4
1:24:18 ~ Space Plant 2
1:26:47 ~ Port Town 4
1:29:17 ~ Fire Field 2
1:31:59 ~ White Land 3
1:34:49 ~ Big Foot
1:38:30 ~ Credits
1:41:25 ~ Track Editor
The F-Zero X Expansion Kit, released in Japan on April 21, 2000, was the first add-on disk for the Nintendo 64DD. The Kit will only operate in conjunction with the cartridge of the original game, however, all of F-Zero X's regular features are accessible plus twelve new tracks, a car editor, and a track creator.
It contains 12 new tracks, a machine creator, a course editor, and new stereophonic soundtracks. In addition to these 2 new cups, players can create a custom cup. The disk can save up to a 100 tracks and up to 3 ghost data per course. IGN singled out the course editor as the Expansion Kit's strongest feature because the designers used a similar tool in-house for the original circuits. The machine creator's variety of options on pre-existing parts, can be used to balance the creations' settings and performance abilities, and name the machine. The course editor allows the player to design racing circuits with detailed tracks. Using a cursor, the player can determine the basic layout, and draw curves and hills. The player can add half pipes, cylinders, and numerous road surfaces, such as slip zones. The player can test the creation at any time and run practice laps.
Neon Genesis Evangelion, also referred to as Neon Genesis Evangelion 64, is a 1999 fighting video game released for the Nintendo 64 in Japan by Bandai. It is based on the Gainax anime series of the same name and the 1997 film that serves as its conclusion, The End of Evangelion. Players control a mech named Evangelion Unit 01 to destroy a race of aliens known as the Angels before they eradicate the rest of the human race. The game is known for its alterations to the source material in order to make its dystopian and unsettling atmosphere suitable for an action game, and features unique endings and plotlines not present in other Evangelion media.
Evangelion 64 was developed by BEC, a company formed as a joint venture between Bandai and Human Entertainment, and supervised by Gainax. The game received mixed reviews, though it was a moderate commercial success. Reviewers were primarily critical of its lack of player involvement and reliance on button-tapping sequences. Several have identified its graphics and cutscenes as being of higher quality than other games on the Nintendo 64, with some saying it was one of the system's best from a technical standpoint. A PlayStation 2 sequel was released three years later.
Mario Artist is an interoperable suite of three games and one internet application for Nintendo 64: Paint Studio, Talent Studio, Polygon Studio, and Communication Kit. These flagship disks for the 64DD peripheral were developed to turn the game console into an Internet multimedia workstation. A bundle of the 64DD unit, software disks, hardware accessories, and the Randnet online service subscription package was released in Japan starting in December 1999.
Development was managed by Nintendo EAD and Nintendo of America, in conjunction with two other independent development companies: Polygon Studio was developed by the professional 3D graphics software developer, Nichimen Graphics; and Paint Studio was developed by Software Creations of the UK.
Titled Mario Paint 64 in development, Paint Studio was conceived as the sequel to Mario Paint (1992) for the Super NES. IGN called Talent Studio the 64DD's "killer app".
Mario Artist: Polygon Studio, released on August 29, 2000, is a 3D computer graphics editor that lets the user design and render 3D polygon images with a simple level of detail. It has been described as a consumer version of the professional 3D graphics suite N-World, also by Nichimen Graphics. It was originally announced as Polygon Maker at Nintendo's Space World '96 trade show, demonstrated at Space World 1997 in November 1997, and renamed to Polygon Studio at Space World '99. It was scheduled as the final game in the original Starter Kit's mail order delivery of 64DD games, but it did not arrive on time, leading IGN to assume it was canceled until it was later released. The Expansion Pak and the Nintendo 64 Mouse are supported peripherals.
The idea of minigames was popularized generally during the Nintendo 64's fifth generation of video game consoles, and some early minigames appear in Polygon Studio in the style that would later be used in the WarioWare series of games. Certain minigames originated in Polygon Studio, as explained by Goro Abe of Nintendo R&D1's so-called Wario Ware All-Star Team: "In Polygon Studio you could create 3D models and animate them in the game, but there was also a side game included inside. In this game you would have to play short games that came one after another. This is where the idea for WarioWare came from."
The art form of papercraft was implemented by modeling the characters in Polygon Studio and then using Communication Kit to upload the data to Randnet's online printing service. The user finally cuts, folds, and pastes the resulting colored paper into a 3D physical figure.
Note: as the internet connection isn't possible anymore, this is just a showcase of the menu's for this old piece of software.
Mario Artist is an interoperable suite of three games and one internet application for Nintendo 64: Paint Studio, Talent Studio, Polygon Studio, and Communication Kit. These flagship disks for the 64DD peripheral were developed to turn the game console into an Internet multimedia workstation. A bundle of the 64DD unit, software disks, hardware accessories, and the Randnet online service subscription package was released in Japan starting in December 1999.
Development was managed by Nintendo EAD and Nintendo of America, in conjunction with two other independent development companies: Polygon Studio was developed by the professional 3D graphics software developer, Nichimen Graphics; and Paint Studio was developed by Software Creations of the UK.
Titled Mario Paint 64 in development, Paint Studio was conceived as the sequel to Mario Paint (1992) for the Super NES. IGN called Talent Studio the 64DD's "killer app".
Mario Artist: Communication Kit, released on June 29, 2000,[ is a utility application which allowed users to connect to the Net Studio of the now-defunct Randnet dialup service and online community for 64DD users. In Net Studio, it was possible to share creations made with Paint Studio, Talent Studio, or Polygon Studio, with other Randnet members. Other features included contests, and printing services available by online mail order for making custom 3D papercraft and postcards. The Randnet network service was launched and discontinued alongside the 64DD, running from December 1, 1999 to February 28, 2001.
The disk has content that may be unlocked and used in other games in the series.
Mario Artist is an interoperable suite of three games and one internet application for Nintendo 64: Paint Studio, Talent Studio, Polygon Studio, and Communication Kit. These flagship disks for the 64DD peripheral were developed to turn the game console into an Internet multimedia workstation. A bundle of the 64DD unit, software disks, hardware accessories, and the Randnet online service subscription package was released in Japan starting in December 1999.
Development was managed by Nintendo EAD and Nintendo of America, in conjunction with two other independent development companies: Polygon Studio was developed by the professional 3D graphics software developer, Nichimen Graphics; and Paint Studio was developed by Software Creations of the UK.
Mario Artist: Talent Studio, released on February 23, 2000, is bundled with the Nintendo 64 Capture Cartridge. Its working title was Talent Maker as demonstrated at Nintendo's Space World 1997 trade show in November 1997. It was described by designer Shigeru Miyamoto as "a newly reborn Mario Paint" upon a brief demonstration at the Game Developers Conference in March 1999 as his example of a fresh game concept.
The game presents the player's character design as being a self-made television stage talent or celebrity. It is a simple animation production studio which lets the user insert captured images such as human faces onto 3D models which had been made with Polygon Studio, dress up the models from an assortment of hundreds of clothes and accessories, and then animate the models with sound, music, and special effects. The player can connect an analog video source such as a VCR or camcorder to the Capture Cartridge and record movies on the Nintendo 64. A photograph of a person's face from a video source via the Capture Cassette or from the Game Boy Camera via the Transfer Pak, may be mapped onto the characters created in Polygon Studio and placed into movies created with Talent Studio.
IGN describes Talent Studio as the 64DD's "killer app" with a graphical interface that's "so easy to use that anyone can figure it out after a few minutes", letting the user create "fashion shows, karate demonstrations, characters waiting outside a bathroom stall, and more" which feature the user's own face. Paintings can be imported into the completely separate 64DD game, SimCity 64. Nintendo designer Yamashita Takayuki attributes his work on Talent Studio as having been foundational to his eventual work on the Mii.
According to Shigeru Miyamoto, Talent Studio's direct descendant is a GameCube prototype called Stage Debut, using the Game Boy Advance's GameEye camera peripheral and linking to the GameCube via a cable, to map self-portraits of players onto their character models. It was publicly demonstrated with models of Miyamoto and eventual Nintendo president Satoru Iwata. Never having been released, its character design features became the Mii, the Mii Channel, and features of games such as Wii Tennis.
Note: as the randnet disk can't connect online anymore, we're just showing the startup screen.
The Randnet Disk is a piece of software for the 64DD that allows the user to access the internet through Randnet.
Randnet Disk functioned as a web browser for the 64DD. The player would be able to surf the general internet, read and post to message boards, swap high scores and game data, use email, and swap messages with game programmers and producers.
There was also an avatar system, similar to what was in Mario Artist: Talent Studio, which it had released alongside.
Originally, there were other features promised for use with Randnet Disk that did not come to fruition. This includes being able to play games against other players, the ability to watch other people's games, beta test upcoming games, read a digital magazine, and listen to music.
Mario Artist is an interoperable suite of three games and one internet application for Nintendo 64: Paint Studio, Talent Studio, Polygon Studio, and Communication Kit. These flagship disks for the 64DD peripheral were developed to turn the game console into an Internet multimedia workstation. A bundle of the 64DD unit, software disks, hardware accessories, and the Randnet online service subscription package was released in Japan starting in December 1999.
Development was managed by Nintendo EAD and Nintendo of America, in conjunction with two other independent development companies: Polygon Studio was developed by the professional 3D graphics software developer, Nichimen Graphics; and Paint Studio was developed by Software Creations of the UK.
Titled Mario Paint 64 in development, Paint Studio was conceived as the sequel to Mario Paint (1992) for the Super NES. IGN called Talent Studio the 64DD's "killer app".
Mario Artist: Paint Studio, released on December 11, 1999, is a Mario-themed paint program. The user has a variety of brush sizes, textures, and stamps, with which to paint, draw, spray, sketch, and animate. The stock Nintendo-themed graphics include all 151 Red- and Blue-era Pokémon, Banjo-Kazooie, and Diddy Kong Racing characters. Previously titled Mario Paint 64 in development, Paint Studio has been described as the "direct follow-up" and "spiritual successor" to the SNES's Mario Paint, and as akin to an Adobe Photoshop for kids.
On June 1, 1995, Nintendo of America commissioned the independent UK game studio Software Creations, soliciting a single design concept for "a sequel to Mario Paint in 3D for the N64". John Pickford initially pitched a 3D "living playground", where the user edits the attributes of premade models such as dinosaurs, playing with their sizes, behaviors, aggression, speed, and texture design. The project's working title was Creator, then Mario Paint 64, then Picture Maker as demonstrated at Nintendo's Space World 1997 trade show in November 1997, and then Mario Artist & Camera. Software Creations reflected on political infighting between Nintendo's two sites: "eventually the Japanese took control and rejected many of the ideas which had been accepted enthusiastically by Americans, steering the project in a different direction after John left Software Creations to form Zed Two, and throwing away loads of work."
The audio functionality was split out into Sound Studio, also known as Sound Maker at Nintendo Space World 1997, where it was mentioned but not shown. By 2000, development reportedly included music producer Tetsuya Komuro. Ultimately, Sound Studio was canceled.
Published as a bundle with the Nintendo 64 Mouse, it is one of the two 64DD launch games on December 11, 1999 along with Doshin the Giant. Using the Nintendo 64 Capture Cassette cartridge (released later in a bundle with Talent Studio), the user can import images and movies from any NTSC video source such as video tape or a video camera. The Japanese version of the Game Boy Camera can import grayscale photographs via the Transfer Pak. The studio features a unique four player drawing mode. A minigame is included, and is reminiscent of Pokémon Snap, but a player can also take photos and change the textures of the creatures therein.
The 64DD is a magnetic floppy disk drive peripheral for the Nintendo 64 game console developed by Nintendo. It was announced in 1995, prior to the Nintendo 64's 1996 launch, and after numerous delays was released in Japan on December 13, 1999. The "64" references both the Nintendo 64 console and the 64MB storage capacity of the disks, and "DD" is short for "disk drive" or "dynamic drive".
Plugging into the extension port on the underside of the console, the 64DD allows the Nintendo 64 to use proprietary 64MB magnetic disks for expanded and rewritable data storage, a real-time clock for persistent game world design, and a standard font and audio library for further storage efficiency. Its games and hardware accessories let the user create movies, characters, and animations to use within various other games and shared online. The system could connect to the Internet through a dedicated online service, Randnet, for e-commerce, online gaming, and media sharing. Describing it as "the first writable bulk data storage device for a modern video game console",[8] Nintendo designed the 64DD as an enabling technology platform for the development of new genres of games and applications, several of which were in development for several years.
Only ten pieces of software were released until the unit was discontinued in February 2001, with 15,000 Randnet subscribers at the time. It was a commercial failure, with at least 15,000 total units being sold, and was never released outside Japan. Most games once planned for 64DD were released as standard Nintendo 64 games, ported to other consoles such as the GameCube, or canceled.
IGN lamented the "broken promises" and "vaporware", summarizing the 64DD as "an appealing creativity package" for "a certain type of user" that "delivered a well-designed user-driven experience"—and as a "limited online experiment at the same time", which partially fulfilled Nintendo president Hiroshi Yamauchi's "longtime dream of a network that connects Nintendo consoles all across the nation".
Fighting Force is a 1997 3D beat 'em up developed by Core Design and published by Eidos. It was released for PlayStation, Microsoft Windows, and Nintendo 64 on October 31, 1997. Announced shortly after Core became a star developer through the critical and commercial success of Tomb Raider, Fighting Force was highly anticipated but met with mixed reviews.
Players control one of four characters as they move through urban and science fiction environments, battling waves of oncoming enemies with weapons including soda cans, knives, cars, and guns. The player can make some choices as to which territory to travel through.
The four characters have various reasons for taking on Dr. Dex Zeng, a criminal mastermind with an army at his command who predicted that the world would end in the year 2000. After New Year's Eve 1999, Dr. Zeng believed that there was an error preventing the apocalypse, so decides to correct it by destroying the world himself.[4] The action starts with a police cordon around Zeng's office skyscraper, moving to such locales as a shopping mall, subway and Coast Guard base before finally ending at the top of Zeng's island headquarters.
Beetle Adventure Racing! is a racing game released for the Nintendo 64 in 1999. It was developed by Paradigm Entertainment along with EA Canada and published by Electronic Arts. Each vehicle in the game is a Volkswagen New Beetle, which was released the previous year.
In addition to its original release, the game was released in Australia as HSV Adventure Racing. This version replaced the Beetles with HSV VT models.
The gameplay is similar to Electronic Arts' own Need for Speed series.
Beetle Adventure Racing supports up to four players. Two-player races can be held in any of the tracks, provided they have been unlocked in the single-player championship. Two to four players can also take part in the "Beetle Battle" mode, a vehicular combat mode in which players compete to collect six differently colored ladybugs (HSV pendants in HSV Adventure Racing), attempt to destroy the other competitors, and race for the exit once all the ladybugs are collected.
Single-player has two modes, Single Race and Championship. Single Race is single-player racing against computer-controlled vehicles on any stage that has been unlocked in the Championship mode. The championship is considered the main game, where players are given three circuits starting with Novice, Advanced, and Professional, with a fourth secret circuit, the Bonus Circuit, which is unlocked after completing all previous circuits.
Upon completing each circuit, new vehicles and tracks will be unlocked. Two special vehicles are unlocked by completing both Professional and Bonus circuits, the Alien Beetle and the Police Beetle respectively. The Alien Beetle's horn consists of the words, "We come in peace", spoken in an alien voice. The Police Beetle uses a siren, in which all other computer racers stop and pull over upon hearing it.
Puzzle Bobble 2 is a tile-matching video game by Taito. The first sequel to Puzzle Bobble, it is also known in Europe and North America as Bust-A-Move Again for arcades and Bust-A-Move 2 Arcade Edition for home consoles. Released into the arcades in 1995, home conversions followed for the PlayStation, Sega Saturn, Nintendo 64 and Windows platforms. The game was included in Taito Legends 2, but the US arcade version was included on the US PS2 version instead.
The game builds on the original by adding a tournament style variation on the two player game for play against the computer and by adding a branching map to the one player game, allowing the player to periodically select one of two groups of five levels to play next, leading to different game endings. Some of the contestants in the new tournament mode are based on characters from Bubble Bobble, including variations on a Monsta and a Mighta.
Some versions of the game, including the PlayStation, feature time trial competitions in which a single player attempts to finish simple rounds quickly enough to beat previous time records or two players simultaneously attempt to beat the records and each other.
Completion of the single player game gives the player a code which can be entered to unlock 'Another World' for the single player game, which features subtle changes to the existing levels to increase their difficulty and changes to all backdrops to resemble levels from Bubble Bobble. The various enemies from Bubble Bobble also make an appearance in the background of the credits sequence.
Dezaemon 3D is a 3D shoot-'em-up construction kit developed and published by Athena for the Nintendo 64 exclusively in Japan on June 26, 1998.
Dezaemon 3D is more of a game creator than an actual game. While it ships with two games, what really makes the cartridge special is the editor. It is far more than a level editor - you can use it to design your own 3D shooting game! In fact, both games were done with the very same editor.
Designing 3D models, doing textures and composing a hit song are no small tasks mind you, so if you are more of the impatient type, you can skip the editor and head straight for the two sample games, Solid Gear and Usagi. Both games are shooters, but that is the only thing they have in common.
Solid Gear is a "serious" (and a difficult) shooter, where you are in a middle of a war, shooting enemy warships, tanks and even mechs.
Usagi is your typically untypical Japanese weirdness where you must defend yourself against robots, missiles... and bunnies. A whole lot of bunnies.
Gex 3: Deep Cover Gecko[b] is a 1999 platform video game and the third and final installment of the Gex video game series, which released in 1999 and 2000 for the PlayStation, Nintendo 64, and Game Boy Color. Its protagonist, Gex, is a wisecracking, pop culture enthusiast voiced by Danny John-Jules in the UK and European release and comedian Dana Gould, reprising his role from former Gex games, for the American release. Gameplay is set in Gex's secret hideout, the Mission Control overworld, which is overseen by Gex's butler, Alfred the Turtle. Playboy model Marliece Andrada plays Gex's kidnapped companion, Agent Xtra, the only live-action character, who is featured in brief full-motion video sequences on the PlayStation version. The plot follows Gex's return to the Media Dimension to rescue Agent Xtra from Rez, Gex's arch-nemesis from the previous games.
Developer Crystal Dynamics conceived Gex 3 as a sequel to 1998's Gex: Enter the Gecko and incorporated unused elements of the game's design into Gex 3. Advancements in the utilization of available technology allowed Gex 3 to feature a set of bigger levels, more on-screen characters, different textures, and an retooled camera system over its predecessors that maximizes gameplay improvements with consideration to the hardware limitations of the time. Certain aspects from the original Gex were brought back as well, such as the addition of secret levels and bug collectibles.
Gex 3 was met with mixed-to-positive reviews from critics, with a fair amount of criticism directed at the differences between the Nintendo 64 and PlayStation versions.
Dr. Mario 64 is a tile-matching action puzzle video game developed and published by Nintendo for the Nintendo 64. The game was released in North America on April 8, 2001. The game is an enhanced remake of Dr. Mario, which was originally released for the NES and Game Boy consoles in 1990, and is based around characters from the 2000 Game Boy Color game Wario Land 3. The game's soundtrack was composed by Seiichi Tokunaga, featuring arrangements of classic Dr. Mario tunes and new compositions.
The game received a Japanese release as part of the Nintendo Puzzle Collection compilation, released for the Nintendo GameCube in 2003.[1] The game was added to the Nintendo Switch Online library of Nintendo 64 games in October 2021, marking its first release in PAL territories.
F1 Pole Position 64, released in Japan as Human Grand Prix: The New Generation (ヒューマングランプリ ザ・ニュージェネレーション, Hyūman Guran Puri Za Nyū Jenerēshon), is a 1997 racing video game for the Nintendo 64 developed by Human Entertainment and published by them in Japan, but handled by Ubi Soft for North American and European releases. It is the fifth and final game in the Human Grand Prix / F1 Pole Position series (with the F1 Pole Position branding skipping over the previous III and IV editions), featuring Formula One branding.
F1 Pole Position 64 is based on the 1996 Formula One season, although the Japanese version did not have licenses from the FIA or the FOCA.
The game features all the tracks from the 1996 season, at a time when the racing began in Australia, and ended in Japan. Teams are set up with relevant drivers (with Jacques Villeneuve being replaced with a generic driver known as "Driver-X" due to Villeneuve not licensing his likeness), however there is a roster-feature included, which allows the player to reassign drivers to different teams (including assigning the same driver to more than one role), and even removing a real driver and replacing him with unknown drivers named "Driver 1~8" (Driver 2's image, date of birth and nationality all match that of Ralf Schumacher, who did not begin his F1 career until 1997; in the Japanese version, the drivers are loosely named after Formula One drivers not racing in 1996). If the player finishes overall first in the World Grand Prix mode, they can change engines between teams as well. Both driver and engine swapping will significantly affect the performance of the car.
The game received mostly negative reviews. Next Generation said of the Japanese version, "This a game for the starving, desperate Nintendo fan who simply has to have an F1 racing game, quality be damned. If you're not desperate, forget it." However, they found that considerably more work went into the U.S. version, with less pop-up and overall smoother graphics. They reviewed that "All in all, the game will satisfy F1 enthusiasts and may even nab general racing fans as well. With all of its modification choices, tons of courses, modes of play, and real-life racers and courses, F1 is a game worth a look."
Bio F.R.E.A.K.S. is a 3D fighting video game released by Midway in 1998. It was originally planned for arcades. Prototypes of the game were tested at arcades, but the final arcade release was canceled (although a ROM image of the prototype was eventually dumped and works in MAME) and the game was later released for the PlayStation, Nintendo 64 and Microsoft Windows.
The game uses a fully polygonal fighting engine, with 8 different fighters, and 2 boss fighters.
Bio F.R.E.A.K.S. uses a mix of hand-to-hand and long range combat. Each character has an assortment of special attacks, both close and long range, as well as "finishing attacks". Much like the Fatalities of the Mortal Kombat games, these moves can execute the player's opponents while some, like in Time Killers, will remove limbs. Also damage from powerful attacks can add up causing a limb to be destroyed as well.
The game takes place in 3D fighting arenas. Emphasis was placed on mobility giving dashes a great range and in multiple directions.
The face buttons are assigned to specific limbs. The shoulder buttons are used for dodging, flying, and basic long range attacks.
Ridge Racer 64 is a racing game developed by Nintendo Software Technology with support of Namco and published by Nintendo for the Nintendo 64 console in 2000, making it the first game in the series to be release on a Nintendo system. It features tracks from Ridge Racer and Ridge Racer Revolution and its very own set of desert tracks called "Renegade", exclusive to the Nintendo 64. This is the first Ridge Racer game that is not released in Japan. In 2004, a remake called Ridge Racer DS was released for the Nintendo DS handled system.
Ridge Racer 64 makes a return to the fast-paced, pick-up-and-play arcade mechanics of the early games of the series, allowing any player to jump into the game in a simple and fun way. NST designed a new drift and "progressive" collision detection system; Ridge Racer Revolution-based drift and collision systems, as well as a drift system reminiscent of the original Ridge Racer, were added for veteran players as well.
Namco Museum 64 for Nintendo 64 and Namco Museum for Dreamcast and Game Boy Advance are the first compilations in the series to omit a virtual museum. The GBA version was released worldwide, while other versions were exclusive to North America, and was a launch title for the system in North America.[5] The following games, originally featured in Namco Museum Vol. 1 and Namco Museum Vol. 3 for the PlayStation, are included:
Pac-Man (1980, not in the GBA version)
Ms. Pac-Man (1982)
Galaga (1981)
Galaxian (1979)
Pole Position (1982)
Dig Dug (1982)
The GBA version does not retain high scores when powered off, which is also the case with Pac-Man Collection. On the Wii U Virtual Console, however, the Restore Point feature saves scores for both games. The N64 version requires a Controller Pak with eight free pages and one free slot to save high scores and settings. The Dreamcast version requires a VMU with eight free blocks for saving progress, while also offering an mini-game that's exclusive to the VMU titled Pac-It, with gameplay similar to Kaboom!.
Monster Truck Madness 2 is a monster truck racing video game developed by Terminal Reality and published by Microsoft for the PC (Windows 95/NT) in 1998.
It is the sequel to Monster Truck Madness for the same platform, and was one of the first racing games to feature an online multiplayer mode. Online play for it was available on the MSN Gaming Zone until early 2006.
The game was ported to the Nintendo 64 in 1999 by Edge of Reality. It was co-published with Rockstar Games and released as Monster Truck Madness 64.
The game is known for featuring the biggest names in monster truck racing like Bigfoot, Grave Digger and Carolina Crusher, as well as WrestleTrucks —monster trucks named after WCW talent.
Contents. Monster Truck Madness 2 received favorable reviews, while Monster Truck Madness 64 received "mixed" reviews, according to the review aggregation website GameRankings. Fifteen issues later, however, Doug Trueman of the same magazine (now labeled NextGen) said of Monster Truck Madness 64: "If you want intense off-road racing, play EA's Beetle Adventure Racing instead and run this title over with your car".[27] Adam Roff of Hyper gave the latter 68%, calling it "a lack-lustre conversion of what was a decent PC title. It isn't racing and it isn't wrestling and it isn't fun".[33] Scott Alan Marriott of AllGame gave the same console version two-and-a-half stars out of five, saying: "Monster Truck Madness offers almost everything you'd expect from an Arcade racer except for tight control; the developers decided to make these trucks extremely hard to keep on the road, which ultimately destroys the atmosphere of the game".
Jeopardy! has been adapted into a number of video games released on various consoles and handhelds spanning multiple hardware generations. Most Jeopardy! games released prior to 1998 were published by GameTek, which filed for Chapter 11 bankruptcy protection that year.
GameTek's last Jeopardy! video game before its bankruptcy was released in 1998 for the Nintendo 64. It received negative reviews which slammed the graphics (particularly the absence of animation on the contestants) and the frequent recycling of questions.[19][20] According to Gametek, the latter issue results from the fact that the game loses track of which questions have already been used every time the Nintendo 64 is powered off.
Wheel of Fortune is an American television game show created by Merv Griffin, premiering in 1975 with a syndicated version airing in 1983. Since 1986, the syndicated version has been adapted into various video games spanning numerous hardware generations. Most versions released in the 20th century were published by GameTek, which filed for Chapter 11 bankruptcy protection in 1998.
In mid-1997, Take-Two Interactive acquired GameTek's assets, including the rights to develop Wheel of Fortune games for the Nintendo 64. On December 2, 1997, Take-Two Interactive released its first Wheel game for the Nintendo 64; this was Take-Two's last collaboration with GameTek. The Sega CD and N64 versions of Wheel both feature full-motion video footage of White as host. Reviews generally stated that the N64 version did not hold up well to other N64 games but did a decent job of recreating the show, particularly the camera movements and the 3D studio. However, they derided the unnatural-sounding voices of the contestants and the animations of Vanna White walking in front of the puzzles (without touching the panels when they light up). The game received a score of 6.4 out of 10 from IGN and 5.125 out of 10 from Electronic Gaming Monthly.
Sin and Punishment[a] is a rail shooter video game co-developed by Treasure and Nintendo for the Nintendo 64, and originally released only in Japan in 2000. Its story takes place in the near future of 2007 when war breaks out as humanity is struggling with a global famine. The player takes on the roles of Saki and Airan as they fight to save Earth from destruction. The game employs a unique scheme that uses both the D-pad and control stick on the Nintendo 64 controller, allowing players to maneuver the character while simultaneously aiming the targeting reticle. The player must shoot at enemies and projectiles while also dodging attacks to survive and progress through the game.
The development of Sin and Punishment lasted longer than usual for the era. Development commenced in 1997 with only four staff and concluded in 2000 with more people involved than in any of Treasure's previous projects. The guiding inspiration to develop Sin and Punishment was the design of the Nintendo 64 controller. Treasure wanted to make a game that had the player holding the left side of the controller instead of the right which was typical across the system's library. The Treasure team encountered difficulties programming the game, citing the system's complex 3D rendering capabilities and difficulties adapting 2D gameplay ideas into 3D environments.
Sin and Punishment was released to positive reviews. Critics highlighted the game's intensity and flashy graphics, and particularly pointed out Treasure's ability to reduce the game's polygon count to maintain smooth gameplay action while still keeping the graphics stylish. Since the game was never released in the West, it grew a cult following among import gamers, and it quickly became one of the most demanded titles for the Wii Virtual Console after its announcement. It was finally released in western territories through the Virtual Console in 2007 to positive reviews. In retrospect, Sin and Punishment is considered one of the best Nintendo 64 games. It was ported to the iQue Player in China in 2004, and a sequel was released for the Wii in 2009, Sin & Punishment: Star Successor.
Yoshi's Story is a 1997 side-scrolling platform game published and developed by Nintendo for the Nintendo 64. It was first released in Japan in December 1997, and worldwide the following year. It was re-released on the Wii's Virtual Console service in October 2007, and for the Wii U's Virtual Console in early 2016. It was also re-released on the Nintendo Switch Online + Expansion Pack service on October 2021.
Development was handled by Nintendo EAD and led by Hideki Konno and Takashi Tezuka. It was the first Yoshi platformer not to be produced nor directed by Shigeru Miyamoto, although he contributed design ideas. The score was composed by Kazumi Totaka, who provided the voice of Yoshi in the game. As a follow up to the Super NES game Yoshi's Island, it continues within the platform genre with similar gameplay. However, Yoshi's Story is more puzzle-oriented, with most challenge being tied to the strategic achievement of a high score. Taking place within a pop-up storybook, the game features vivid pre-rendered 3D graphics, illustrating worlds that are crafted from different materials, such as cardboard, fabrics, plastic, and wood. The game received mixed reviews from critics, who responded unfavorably to its low difficulty level, although its art style, audio, and graphics were praised.
Pokémon Stadium 2 is a strategy video game developed by Nintendo EAD and published by Nintendo for the Nintendo 64. It features all 251 Pokémon from the first and second generations of the franchise. It was released in Japan on December 14, 2000, in North America on March 26, 2001, and in Europe on October 10, 2001. In Western regions it was titled Pokémon Stadium 2, as it was the second Stadium game to be released outside Japan, in which it was the third game in the series. It supports Dolby Surround sound.
Like its predecessor, Pokémon Stadium 2 is compatible with the Transfer Pak accessory, allowing players to use Pokémon trained in the three original Game Boy Pokémon games (Pokémon Red, Blue, and Yellow) and the three Game Boy Color games (Pokémon Gold, Silver, and Crystal). The majority of the game takes place inside the fictional White City, where various facilities for battling, organizing, researching, and playing with Pokémon are located. The Japanese edition also features the capability to use the Pokémon Mobile System from Pokémon Crystal.
Rayman 2: The Great Escape is a 1999 platform video game developed by Ubi Pictures and published by Ubi Soft for the Nintendo 64, Microsoft Windows, Sega Dreamcast and Sony PlayStation. An enhanced remake titled Rayman Revolution (Rayman 2: Revolution in North America) was developed by Ubi Soft Annecy for the PlayStation 2. An alternative remake known as Rayman 2 Forever was developed by Ubi Soft Milan for the Game Boy Color. The game centers on the character Rayman, who is tasked with saving the fantastical land of the Fairy Glade from an army of robotic pirates led by Admiral Razorbeard. Rayman 2 was critically acclaimed for its gameplay, graphics and accessibility.
South Park is a first-person shooter video game based on the American adult animated sitcom of the same name. The game was developed by Iguana Entertainment and published by Acclaim Entertainment for the Nintendo 64 in 1998 for North America and in 1999 for Europe. It was later ported to Microsoft Windows and PlayStation (port developed by Appaloosa Interactive) in 1999 for the release year to coincide with the film South Park: Bigger, Longer & Uncut. A Game Boy Color version developed by Crawfish Interactive was in development, but it was eventually cancelled due to South Park creators Matt Stone and Trey Parker stating that the game would not be fitting on the Game Boy Color as that console was marketed towards children. However, they did keep a few copies of the Game Boy Color version to commemorate what was originally started as the first South Park game. Despite the Nintendo 64 version's positive reception, the PC and PlayStation versions of South Park were panned by critics. A Dreamcast version was planned for a 2000 release, but was cancelled during development for unknown reasons. In 2018, a ROM image of the Game Boy Color version was leaked online.
NHL Blades of Steel '99, known as NHL Pro 99 in Europe, is an ice hockey game for Nintendo 64 and Game Boy Color (as NHL Blades of Steel). The N64 version has Controller Pak and Rumble Pak support.
Features:
All 27 NHL teams including the expansion Nashville Predators.
Western and Eastern conference All-Star teams.
Updated 98-99 team rosters.
Create-a-player mode.
Three game play modes: exhibition, season, and playoffs.
Season and Playoff state tracking in more than 35 categories.
Four player simultaneous multiplayer mode.
Aero Fighters Assault, known in Japan as Sonic Wings Assault (ソニックウィングス アサルト, Sonikku Wingusu Asaruto), is an arcade-style combat flight simulator developed by Paradigm Entertainment and published by Vic Tokai and Video System for the Nintendo 64 in 1997.
It is the first and only game in the Aero Fighters series (known in Japan as the Sonic Wings series) with 3D computer graphics, as well as the sixth and final title of the series before Video System filed for bankruptcy during 2001. The game pits a group of four pilots against a fictional world-dominating organization Phutta Morgana.
Mission objectives must be completed within a time limit. Points are awarded for having all wingmen survive, how many defensive countermeasures and special weapons the player has remaining, and how many hits the plane has remaining when the stage ends. In many cases, earning high point values unlocks a bonus mission during gameplay, with a total of four bonus missions in all.
There are four aircraft to choose from at the beginning, each with a different special weapon and missile type. Two more aircraft can be unlocked; one via push-button code, and the other by successfully completing all of the missions in the game including the bonus missions. The aircraft paint scheme for the four main characters is changeable by pushing the R-button in the selection screen. Additional planes can also be unlocked for the multiplayer mode based on progress in the single-player campaign.
The game also features a two-player deathmatch option in which two players face off against each other.
International Track & Field 2000 is a track and field game for PlayStation in 1999 and Nintendo 64 in 2000. It was released in Europe under the name International Track & Field: Summer Games on the Nintendo 64 and as International Track & Field 2 on the PlayStation, and in Japan as Ganbare! Nippon! Olympics 2000 (がんばれ!ニッポン!オリンピック2000, Ganbare! Nippon! Orimpikku 2000). Versions were also released for the Sega Dreamcast, PlayStation 2, and Game Boy Color as ESPN International Track & Field in North America and Europe.
Kobe Bryant in NBA Courtside, sometimes mislabeled as Kobe Bryant's NBA Courtside, is a basketball simulation game for the Nintendo 64. It was released in 1998 and received a Player's Choice designation after selling one-million copies. At the time of the game's release, Kobe Bryant was in his second NBA season and at age 19, was the youngest player to have a game named for him. It was followed by a sequel, NBA Courtside 2: Featuring Kobe Bryant, released in 1999.
Kobe Bryant in NBA Courtside features 5-on-5 gameplay. There are three modes: Pre-Season (Exhibition), Season, and Playoffs. In both Season and Playoffs modes, players have the option to simulate games.
Team rosters reflect the 1997-98 NBA season with two notable omissions: Chicago Bulls superstar Michael Jordan, and Golden State Warriors star Latrell Sprewell. Due to licensing agreements, a fictional player named "Roster Player #98" is used in Jordan's place. Upon the game's release, Sprewell was serving a 68-game suspension from the league (see: 1997 choking incident).
Re-Volt is a racing video game designed by Paul Phippen and Simon Harrison. It was developed by Acclaim Studios London and published by Acclaim Entertainment for Microsoft Windows, Nintendo 64, PlayStation and Dreamcast. The game is based on the mischievous premise of racing radio-controlled cars around forbidden or dangerous environments, such as streets, museums, steamships, construction sites and supermarkets. During a race the cars can collect random weapons to use to damage or displace competitors. The PC version, which was considered the main version, featured 28 stock cars and 14 tracks including a stunt arena for free roaming. Cars come in three fuel variants; electric, glow (internal combustion) and special. The players driving ability will place them into various categories so that they race against other cars of similar capabilities. These capabilities are classified in categories which are: Rookie, Amateur, Advanced, Semi-Pro and Pro. Tracks are also categorized depending on their difficulty to master and win. These categories are: Easy, Medium, Hard and Extreme. Cars and tracks are both unlocked through success in the game's tournament modes.
MRC: Multi-Racing Championship, also known as simply Multi Racing Championship (マルチレーシングチャンピオンシップ, Maruchi Rēshingu Chanpionshippu), is a racing video game developed by Genki and released for the Nintendo 64 in 1997. It was published in North America and Europe by Ocean and in Japan by Imagineer. The game is compatible with the Controller Pak and the Rumble Pak.
In Championship mode, the player competes against nine computer-controlled racers. Finishing first advances the game. In Time Trial mode, players try to finish a course in as short a time as possible. Ghost car is included so the player can compete against the best time recorded. Free Run mode lets the player drive freely without other opponents or time limit. The VS Race mode lets two players compete against each other. The unlockable Match Race option pits the player against a hidden computer opponent in a night-time race. Weather effects like rain, fog and snow are included.
MRC features ten cars, which are divided into two groups: road cars and off-road vehicles. There are seven different areas for car customization: tires, brakes, suspension, steering, transmission, gear ratio, and aerodynamics. MRC includes three tracks: Sea Side, Mountain, and Downtown. The courses have multiple paths and mirror images can be unlocked.
Ready 2 Rumble Boxing is a boxing video game developed by Midway Studios San Diego, published by Midway Games in 1999 for the Dreamcast, PlayStation, Game Boy Color, and Nintendo 64. The success of the Dreamcast version led to it becoming one of the few Sega All Stars titles.
Like Nintendo's Punch-Out!! series, it features many characters with colorful personalities (i.e. Afro Thunder, Boris "The Bear" Knokimov, etc.); however, unlike the Punch-Out!! series, Ready 2 Rumble Boxing is in 3D, thus allowing for more control over one's character in the ring. Also unlike Punch-Out!!, players can choose whichever boxer they want from a rather large selection of characters.
Throughout the fights in the game, there is a special RUMBLE meter which fills up, one or two letters at a time, until the word "RUMBLE" is spelled at the bottom of the screen. Letters can be obtained by successfully landing hard blows; most such actions will yield one letter, though some particularly strong punches may yield more. Once the meter is full, the player can power himself up, enabling access to a special combo called "Rumble Flurry", activated by pressing a button combination. Each character's "flurry" is unique to them, and consists of a series of punches which does a large amount of damage if landed successfully.
One unique graphic feature of the game is the gradual bruises gained by players as the fight progresses (like hematomas and swellings), present in all fifth-generation versions. While this is not necessarily a new feature to games (it had been implemented before in SNK's 1992 game Art of Fighting), it garnered much appraisal from reviewers, because of the added fun factor this element supplied to the game.
The Game Boy Color version was one of the few games for the system to feature built-in rumble.
The Dreamcast, PlayStation, and Nintendo 64 versions each have an exclusive boxer: these are, respectively, Jimmy Blood, Gino Stiletto, and J.R. Flurry.
Ring announcer Michael Buffer appears in the game as himself
WCW vs nWo: World Tour is a professional wrestling video game released in 1997 for the Nintendo 64 game console. Released at the peak of World Championship Wrestling's (WCW) dominance in the Monday Night Wars, World Tour was THQ's first foray into the N64 wrestling scene and is a semi-sequel to the lesser known WCW vs. the World for the PlayStation. It is the second best-selling wrestling game for the N64 console.
Asmik Ace Entertainment and AKI approached the title by producing a wrestling game similar to Puroresu and fighting games. The resulting game was well received for its tight construction and ease of play, especially compared to Acclaim's comparatively more difficult and convoluted game, WWF War Zone. In fact, the playing style of World Tour, namely its revolutionary "grappling system", set a standard for pro wrestling video games to be expanded in future THQ titles for many years following.
Its sequel, WCW/nWo Revenge, would build upon the engine by introducing ring entrances, improved graphics, more arenas, more signature moves, actual WCW championships, attire modification, and other improvements.
Dark Rift is a 3D fighting video game for the Nintendo 64, notable for being the first N64 game to use 60 frames per second. It has been referred to as the Nintendo 64's first native fighting game, though in actuality it is a port of a cancelled Sega Saturn game. In addition, it was originally announced that the Microsoft Windows version of the game would precede the Nintendo 64 version by one month.
It was originally announced under the title "Criticom II", and is the second of three fighting games developed by Kronos Digital, falling between Criticom and Cardinal Syn.
Players choose from eight playable characters to start; there are also two hidden characters which are unlocked by completing the game in single-player mode. Fights go for a default three-out-of-five rounds, as opposed to the more conventional two-out-of-three.
The Nintendo 64 version received mixed reviews according to the review aggregation website GameRankings. Game Informer gave it a mixed review, over a month before the game was released Stateside. In Japan, where the game was ported for release under the name Space Dynamites (スペースダイナマイツ, Supēsu Dainamaitsu) on March 27, 1998, Famitsu gave it a score of 24 out of 40.
Many thanks to Experiment_T for helping me record the bonus levels. Be sure to check out his page: twitter.com/Experiment_T
AeroGauge (エアロゲイジ, EaroGeiji) is a futuristic, sci-fi hovercraft racing game designed for the Nintendo 64 game console and was released in 1998 (1997 in Japan). The game was originally set for a U.S. release in February 1998, but it was delayed first to April 2, before finally getting the release date of May 21, 1998.
ASCII's AeroGauge is conceptually similar to Psygnosis' Wipeout or Acclaim's Extreme G.
The main difference is that the vehicles in the game fly instead of hovering, so it's possible to maneuver them in the air.
AeroGauge takes place in Asia during the year 2065. The game has four tracks and five vehicles from the start, with additional tracks and vehicles that can be unlocked via the Grandprix and Time Attack modes. The game includes vehicle damage, which is shown with a meter on the bottom of the player's HUD. As the player gains damage, their vehicle will begin to spark and smoke. If a player acquires too much damage, their vehicle will stop, slowly land to the ground and the screen will fade black with the text "Retire". To prevent this, players can repair damage by flying through the tracks' shield regenerating areas at low altitude. Each track features their own twists and turns including upside down or vertical racing with obstacles blocking the player's path.[
Disney's Tarzan (also known as Tarzan Action Game) is a platform game developed by Eurocom and published by Sony Computer Entertainment for the PlayStation in 1999. It is based on the Disney animated film Tarzan from the same year. Konami published the game for its Japanese release. Versions were released for Microsoft Windows in 1999 and for the Nintendo 64 in 2000. A variant of the game for the Game Boy Color was developed by Digital Eclipse and released in 1999.
Disney’s Tarzan is a 2.5D side-scrolling platform game, with gameplay taking place on a two-dimensional plane but with three-dimensional models and environments. The player controls the eponymous character of Tarzan, both as a child and as an adult, though 14 different levels. Along with running and jumping through levels, Tarzan is able to slam the ground in order to break open certain objects, as well as revealing hidden items and secret areas. Tarzan's main method of attacking enemies is by throwing assorted fruits, which can be thrown both overhand and underhand for varying throwing distances and come in 4 different levels of power marked by their colors. A knife can also be found in certain levels and used as a close-combat weapon, and certain other weapons, such as a spear and a parasol, are exclusively used in specific levels. Tarzan's health status is represented by a life bar that depletes as he is harmed by enemies and other hazards. The health bar can be refilled by collecting bananas, which are hidden in banana trees and other areas throughout levels.[