Something went wrong. Try again later

Mento

Check out Mentonomicon dot Blogspot dot com for a ginormous inventory of all my Giant Bomb blogz.

4985 553067 219 927
Forum Posts Wiki Points Following Followers

64 in 64: Episode 42

No Caption Provided

Welcome back once again to another episode of 64 in 64, wherein we continue to dispel any fanciful notions about the N64 being "kind of a great console, when you get right down to it". Well, I say that, except I liked the two games covered this month quite a lot. That's right, it's a rare positive episode of 64 in 64, where I walk away at the end feeling refreshed and hopeful for the future of this feature (or what little of it remains). That, my friends, is what we call a distinct lack of pattern recognition.

As promised, we're proceeding with a themed list for every even-numbered entry until the finale and this time I want to talk about the strangest Japan-only games I was able to dig up. I realize it's a little trite to harp on how unusual Japanese games can be, and possibly also a bit xenophobic, but these are concerns that Japanese companies themselves often have to consider when it comes to figuring out whether or not to localize and publish their games overseas. It's usually a case of finding the right distributor if they can't just get someone big like Nintendo to do it, and if there's licensed properties involved there's often a heap of trouble figuring all that out, but sometimes a game is so absolutely unsuited for localization because of the amount of explanation required that they won't even bother; I suspect that was the case for many of the following.

  1. Wonder Project J2: The sequel to a SFC game where you communicate with a robot child to help them adjust to human society. Notable for its Ghibli-esque visuals.
  2. 64 de Hakken!! Tamagotchi: Minna de Tamagotchi World: A sugoroku board game based on the Tamagotchi toyline.
  3. Susume! Taisen Puzzle Dama: Toukon! Marutama Chou: A Puyo Puyo-style puzzle game with multiple odd opponents, including a sapient axolotl.
  4. Ucchan Nanchan no Honoo no Challenger: Based on the same high-tension Japanese game show that brought us the PS1 game Irritating Stick.
  5. Super Robot Spirits: A Super Robot Taisen/Wars spin-off that's a fighter instead of a strategy RPG.
  6. Kiratto Kaiketsu! 64 Tanteidan: A sugoroku game focusing on a team of Scooby Doo-esque teen detectives.
  7. Getter Love!: A dating sim that's been repurposed into a competitive multiplayer party game.
  8. Ganbare Goemon: Mononoke Sugoroku: Another sugoroku game, this one's themed around Konami's Ganbare Goemon/Mystical Ninja franchise.
  9. Itoi Shigesato no Bass Tsuri No. 1 Ketteihan!: A chill bass fishing game hosted by none other than the surreal comedic mind behind the Mother/EarthBound RPGs.
  10. Hamster Monogatari 64: A hamster-raising sim where you can eventually train and race them competitively.

None of the above are in my Pre-Select shortlist but the random chooser might yet have other ideas. Can't say I'm not intrigued by half of them but I'd rather not tangle with sugoroku given the amount of text that's usually involved. Speaking of an unnecessary amount of text, it's time to reiterate those rules again:

  • Two games. Both for N64. Both played for 64 minutes each exactly. Both reviewed in incremental sixteen minute segments. Both are hopefully good games, but I'll be sure to let you know either way. Oh boy and howdy doody, will I.
  • I didn't choose one of them. I left that decision process to a computer. I regret it to this day. Though, honestly, this time it was surprisingly accommodating so credit where credit is due. To a computer. That does not and cannot care about "credit". I swear I'm losing it.
  • Since our declared goal here is to judge these games for inclusion onto the Nintendo Switch Online service I've made sure to (mostly) stay clear of anything already on there or earmarked to be included. Those mad(balls) bastards finally added Iggy's Reckin' Balls and even threw in Extreme-G as a bonus. They're plumbing the library of the erstwhile Acclaim now, gods help us all.

Be sure to consult the table below for previous entries. If you're looking for which episode covers which games, the ranking list at the very end of this blog should prove more conducive. That's me, Mr. Helpful.

Episode 1Episode 2Episode 3Episode 4Episode 5
Episode 6Episode 7Episode 8Episode 9Episode 10
Episode 11Episode 12Episode 13Episode 14Episode 15
Episode 16Episode 17Episode 18Episode 19Episode 20
Episode 21Episode 22Episode 23Episode 24Episode 25
Episode 26Episode 27Episode 28Episode 29Episode 30
Episode 31Episode 32Episode 33Episode 34Episode 35
Episode 36Episode 37Episode 38Episode 39Episode 40
Episode 41Episode 42Episode 43Episode 44Episode 45
-=-Episode 46Episode 47Episode 48-=-

Star Wars: Rogue Squadron (Pre-Select)

No Caption Provided

History: Star Wars: Rogue Squadron is the second of four Star Wars games to hit the N64 and the highest regarded out of all of them, creating a pure starfighter sim (as opposed to a half-and-half like a Shadows of the Empire) that puts players in control of Luke Skywalker as he becomes the Rebellion's most accomplished X-Wing pilot between the first and second movies of the original trilogy. Heading up his own division, the titular Rogue Squadron, after the destruction of the Death Star Skywalker takes on missions all across the galaxy to deter the Empire at every turn. While it lacks the complexity of PC contemporaries like X-Wing vs. TIE Fighter, the game's more accessible and arcade-like approach is a better fit for a home console like the N64 and serves as a fine gateway to those more-involved PC games. It would eventually be followed by two sequels on GameCube.

To an Atari ST kid like myself the German developers Factor 5 will forever be known as the Turrican guys but for most Americans it wasn't until their association with LucasArts making Star Wars games like this that they became renowned. That relationship also led to the two other N64 games they developed: Star Wars: Episode I - Battle for Naboo (sort of a spiritual sequel to Rogue Squadron) and Indiana Jones and the Infernal Machine, two more games I honestly wouldn't mind trying out also. LucasArts are, of course, the video game division of LucasFilm and are behind anything Star Wars or Indiana Jones, including those already named and two others on N64: Star Wars: Shadows of the Empire (covered in Episode 33) and Star Wars: Episode I - Racer. Though Disney dissolved the division after their acquisition of LucasFilm properties in 2012, shifting the role of publishing Star Wars games to third-parties such as Electronic Arts, they recently revived the brand under its original name of LucasFilm Games. While I have enjoyed many of their Star Wars games in the past, to me LucasFilm/LucasArts was always more important for their pivotal role in the evolution of the graphic adventure game, especially those produced by the likes of Ron Gilbert, Tim Schafer, and Dave Grossman.

Man, long lead-in. I dunno, I feel like this is one of the precious few certified bangers left for the system that I should probably cover before it inevitably shows up on NSO or as a standalone retail game by the newly resurrected LucasFilm Games. You can still buy the PC version on Steam (though there's a bevvy of compatibility issues if the reviews are anything to go by) and so I would be surprised if there wasn't some amount of buzz pushing the license holders to either port that version to Switch or negotiate with Nintendo to put the N64 version online. Either way, I'm getting out ahead of things here largely because playing Shadows of the Empire a while back put me in the mood to play a better version of that Hoth battle and I seem to recall it's in here, if perhaps only as a secret or as the final stage. I don't think I'll be mourning the lack of on-foot levels (though I am a big fan of Dark Forces and its various Jedi Knight spin-offs; too bad they never saw N64 ports, but maybe that's for the best).

16 Minutes In

Could... could you check if that guy isn't just playing possum? Maybe make sure there's not a pulse?
Could... could you check if that guy isn't just playing possum? Maybe make sure there's not a pulse?

I spent this first block trying to get the Gold Medal on the first mission, Ambush at Mos Eisley, but it's proving to be elusive due to the game's stringency. The mission is designed to be a softball to get you acquainted with the game's pace—the Empire is taking out allies and civilians quickly, so this game's more about speed than it is carefully lining up shots—and its controls. The first half has you shoot down a bunch of probe droids by following the radar wedge (not to be confused with the other Wedge) to various Tatooine homesteads; the droids go down in a single shot and aren't targeting you, so they're sitting ducks. After that, you're tasked with taking down six TIE Bombers trying to destroy Mos Eisley itself, and it's another case where you want to be fast more than you want to be accurate. Oh jeez, I hope they don't blow up that cantina full of violent criminals that's racist against droids.

I'll admit to not trying all the buttons yet. I recall that the special and secondary weapons (in the X-Wing's case, that'd be the torpedoes) are linked to the C-buttons but all I used here was the A button to accelerate, Z to slow down, and B to shoot. Slowing down makes hitting targets much easier while speeding up is of course necessary to reach and take down enemies before they do too much damage. The post-mission scoring table has a "bonus" category that tells you that there's some permanent power-up you can acquire there: if I get far enough into the story to find a mission that has one, I'll be sure to grab it before moving on. It might help in getting the gold medal on these earlier stages too if I can use them (that is, if they're "backwards compatible").

32 Minutes In

According to the radar there should be an AT-ST somewhere around here. Maybe I should take off this cool guy eyepatch over my left eye? I just thought it'd be fitting for a Rebel Alliance pilot, you know?
According to the radar there should be an AT-ST somewhere around here. Maybe I should take off this cool guy eyepatch over my left eye? I just thought it'd be fitting for a Rebel Alliance pilot, you know?

Deciding to be less precious about sticking it out until I finally get gold, this block focused on the next two missions: Rendezvous on Barkhesh (make it easy to spell why don't you) and The Search for the Nonnah. Rendezvous on Barkhesh is the first escort mission of the game—both a staple of the space sim genre and a big reason why I don't play them too often—as Rogue Squadron babysits five slow-moving transport units across a zigzagging map full of AT-STs and turrets. The trick is realizing when it's safe to leave your protectees behind to clear out the obstacles to come and when to stick on them like flies on poop because a bunch of TIE Bombers will just magically spawn and start wiping them out. It's a timing thing, mostly, and one that is benefitted by a few retakes of the mission if I was more serious about this. The Search for the Nonnah just has you looking for someone's elderly grandma after she wanders off while shopping for rutabagas, making sure to check in with every nearby park bench and "that nice young man from the fish market". Actually, the Nonnah is a crashed Rebel freighter carrying vital personnel and equipment stolen from the Empire, which the latter wants back. You're immediately accosted by waves of TIEs upon entering and then must quickly find the crashed ship (it's in a lake) and protect it from a nearby Imperial shuttle deploying these little baby AT-ST things as well as more TIEs. It's almost tougher keeping yourself in one piece than it is the Nonnah and the evacuation shuttle: the TIE Interceptors in this level are no joke.

The torpedoes are handy but you need a target lock to use them effectively, which are harder to trigger on faster moving targets like TIEs. I've found it's best to use them against slower, tougher ground targets like the AT-STs. The A-Wing you're given in the Nonnah mission is much zippier than the X-Wing and its torpedoes aren't so much the slow tracking kind but just a heavier version of your regular lasers so you can use those without as much lead-in, but the downside is that A-Wings feel like they're made of tissue paper. I took my first game over on that mission because I kept crashing into things: something I'm sure will go better next time now that I know what I'm doing, mostly. I found that the R button is what makes you barrel roll, so I'm going to need to get more proficient with evasive maneuvers if the Interceptors continue to be a factor.

48 Minutes In

This mission may have given me a lot of trouble but rest assured that I never resorted to any unscrupulous cheating to get past it.
This mission may have given me a lot of trouble but rest assured that I never resorted to any unscrupulous cheating to get past it.

Well, I talked a big game last time about keeping focused but for this whole block I was stuck on that Nonnah mission. The issue I kept running into was when the evacuation shuttle takes off and is beset by Interceptors, who are tough to nail down due to their high speed and relentless firepower. You don't want to play meat shield for the shuttle as it has way more shields than you do, but at the same time you can't afford to let the Interceptors play darts with it for long so I found the best strategy was to hang back from the shuttle, wait until an Interceptor got on an intercepting path, got behind it, and then smoked that fascho fo' sho. At least I got good at finding the Nonnah quickly—she can't get too far with that bad hip of hers—and eliminating the beachside opposition of tanks to give our allies some breathing room. Irritatingly, I just needed to gun down one more Interceptor to have nabbed the Gold for this mission: the amount of near-misses I'm getting is truly astounding. Can I clutch out just one before I'm done here?

Not much more to add since I barely made progress. One annoyance is that you get three lives and then it's game over, but all this really does is boot you out of the current mission as far as I can tell. One time I lost two lives and then the fission mailed because that shuttle couldn't get its ass out of there fast enough, and then upon starting the mission over I died once from colliding with a tank and that led to an instant game over: it decided it wasn't going to refresh my extra lives amount after that fail state. Kinda sucky. I'll keep that in mind next time I try to start a mission with less than the maximum amount of retries. Otherwise it's really just a matter of not flying into shit. Feels self-explanatory enough.

64 Minutes In

Just a requisite of any Star Wars starfighter game at this point. I wanna know why the Empire didn't account for this tactic on Hoth if the Rebels had been doing this since forever ago.
Just a requisite of any Star Wars starfighter game at this point. I wanna know why the Empire didn't account for this tactic on Hoth if the Rebels had been doing this since forever ago.

Ending on a perfect note, I managed to completely crush Defection at Corellia—a tough multi-stage urban siege that had us take down TIE Bombers, TIE Interceptors, several probes and AT-STs, and at least two AT-ATs, all in a firepower-deficient Speeder (though its cable sure came in useful)—even picking up the first of the game's "bonuses", some enhanced torpedoes for the fighters that use them—and was told that, despite defeating way more enemies and saving more friendly targets than I needed to, I failed to get silver by nine seconds. Yeah, screw you too game. This was a fun mission though, as we got some big Star Wars cameos: Crix Madine, the blond dude with the fake beard from Return of the Jedi who leads the Rebel strategy meeting against the second Death Star and is also the subject of this mission's title, as well as the sudden appearance of two deadbeats flying around a ship shaped like a big pizza with a slice taken out.

I guess the part of this game I never cared for was that scoring system. Instead of awarding a certain amount of points per category and letting the composite determine your ranking, it insists you succeed at every single category and if even one is found lacking than you're SOL. The former system rewards different approaches, whether you're the cautious type to systematically remove threats or the rough and tumble type who dashes in and satisfies the minimal requirements to push the mission onto its next stage, but here you have to complete the mission in a way very much mandated by the game with no wriggle room for self-expression. Alternatively, you can just come back later with those bonus improvements or maybe some "external help" to hit those targets, but all the same it's kind of joyless in its exacting nature. Well, if you care about medals at least. Casually the game's still got it where it counts.

How Well Has It Aged?: As Well As Yoda (Prior to Him Dying of Old Age, of Course). One thing I didn't really bring up is how good this game looks. There are moments where it looks and feels like a PS2 game and though the draw distance continues to be a factor in anything N64-related Rogue Squadron did its best to mitigate it with a minimal amount of fog and some subtle (enough) sprite replacements for ship models beyond a certain range. The sound design is exactly what you'd want from the very distinct sound library that Star Wars employs in all its iterations and the radio voiceovers are nice and crisp, which is desired when half of them contain vital info. A graphical remaster that could bring it up to parity with its GameCube sequels (then maybe released as a trilogy compilation) wouldn't be a bad way of honoring this series.

Chance of Switch Online Inclusion: Never Tell Me the Odds. All depends on what plans Disney has for their older Star Wars games going forward. Some might yet get the full high-definition remaster treatment like Star Wars: Battlefront did just recently, and I could see Rogue Squadron certainly having the fan cachet to make that case for itself. If not, then it would make sense for Nintendo and Disney to sit down and hash out some kind of plan for getting the N64 Star Wars games on NSO given their generally positive rep. Wouldn't be shocked to hear all four announced the same time, though they've already missed this year's Star Wars Day to do it on. Maybe when that Rogue Squadron movie comes out? Is that still a thing? They're working on that, right? Anyone? Wedge?

Retro Achievements Earned: 4 (out of 49). Pretty straightforward set, with one each for the main sixteen missions and three secret missions and a second each for earning the gold medals. The rest relate to the military ranks (which are based on the medals you earn) and a handful of time trials and post-game mission revisits in other starfighters.

The New Tetris (Random)

No Caption Provided

History: The New Tetris is, despite the name, a mostly faithful rendition of the world's favorite puzzle game in which players stack blocks each made of four pieces into a grid to... wait, I guess everyone knows how Tetris works. Some of its new tweaks to the formula have now become indelible to the blueprint of modern Tetris, specifically the use of a reserve space—where you can store a single piece for later use, typically a long I-block for a tetris when the field is ideally set up to receive it—and a short window for some aftertouch "T-spins" that lets you resettle a piece to a more ideal state once it has finished falling. There's also an additional scoring method unique to this game that I'll get into when we cover it below. The primary goal of The New Tetris is to create lines in any of its modes which are all contributed to the rebuilding of the Seven Wonders of the Ancient World: each requires an absurd number of lines to fully construct, however, making them long-term pursuits.

H2O Interactive return once again after Tetrisphere (from Episode 34) and Aidyn Chronicles: The First Mage (from Episode 20) for their third and final outing on 64 in 64. The Canadian company went defunct shortly after Aidyn Chronicles, which I'm sure had nothing to do with its closure. I mean, it's a fine video game after all. As was the case for Tetrisphere, Nintendo themselves acted as publishers along with some involvement from Blue Planet Software, formerly Bullet-Proof Software, which was the Henk Rogers-owned company that originally brought Alexey Pajitnov's Tetris to Nintendo systems and later became The Tetris Company in both name and fact. They made a whole movie about it and everything.

This may be a first for 64 in 64: the randomizer choosing a game I was already planning to cover as a pre-select. How uncharacteristically cooperative of it. This would be the third of four Tetris games on the N64 that we've featured so far, following Tetris 64 (from Episode 1) and Tetrisphere, leaving only Capcom's Disney-fied Magical Tetris Challenge as the sole unplayed N64 block-stacker. The New Tetris, along with Rogue Squadron above, belongs to the few remaining games on my list for this feature that I personally own; TNT was a great "cooldown" game, which is to say something that I'd stick on for a few sessions between games that demanded longer playthroughs that I would stay laser-focused on until they were done. I dunno if I ever managed to build all seven wonders in the end: the later ones required what felt like a million lines each, which is quite the investment even for as eminently playable as Tetris could be. I somehow doubt I'll be able to get too far with them in the time alloted here either, but all the same I predict it's going to be a chill, pleasant way to spend an hour and change.

16 Minutes In

All hail the Hypercube.
All hail the Hypercube.

I jumped right into the standard Marathon Mode—there's two others, but I might be too good at Tetris to get around to them today—and started stacking them there tetraminoes. It's mostly the same Tetris everyone's familiar with, but with one notable new scoring system: by creating both monosquares and multisquares I can earn line multipliers whenever I clear lines that intersect those squares. The way to create either is to form a perfect 4x4 square with four pieces: using four of the same piece gets you a monosquare, which is golden and worth more, while using two or more different pieces gets you a silver multisquare which still kicks a hefty bonus your way. You can form monosquares with any piece type with the sole exceptions of the S and Z pieces (however, you could still sandwich either of those between one each of the two L-block types for a multisquare).

It's a neat idea for a mechanic because it's one of those risk vs. reward situations, much like setting up tetrises themselves, where you're as likely to break everything chasing after the high-scoring squares as you are actually making and clearing them. This goes double when the speed starts picking up and you wait ages for the RNG to finally throw a bone your way (a pain I know all too well with this feature). Since I want to earn as many lines as possible to start building those wonders—the first is 2,500 lines, so it might take a while—I'm going to keep at Marathon until I eventually lose, then I'll alternate to some of the other modes.

32 Minutes In

Yeah, this is going to take a while. Send for more Tetris slaves.
Yeah, this is going to take a while. Send for more Tetris slaves.

I held out for a while, reaching the top of the screen after 700 lines. There's an achievement for 1,000 in one session but maybe that'll require kicking the rust off my Tetris legs a bit first. A drop in the bucket as far as the Wonders are concerned, but then they didn't build those things in a day (though the Hanging Gardens of Babylon was probably only a weekend project at most: it's just a bunch of hanging baskets, how hard could that be to set-up with a stepladder nearby?). The trick is to never get too complacent clearing out single lines to make room for more monosquare construction: every line has a small effect on the game speed, and it becomes unmanageable before too long. I feel like almost anything I write about Tetris is going to come off as preaching to the choir though; between Tetris Effect and Tetris 99 it feels like it's back on the crest of yet another wave of popularity in recent years.

What else is there left to say? Hmm. The monosquares and multisquares have this neat little animation touch where they'll take a little bit longer to clear out than a regular line would after being completed, which might be a helpful moment in time to think about the upcoming blocks and where you could stash them. A piece will also flash if it's about to complete one of these squares, just in case the game's moving too quick that you didn't even notice you'd set one up perfectly. That probably wouldn't happen with a monosquare—those things definitely need to be set up well in advance, since it's not all that common to get four of the same piece just incidentally—but it's more common than you'd expect with multisquares. The squares are definitely the key to earning lots of lines at once, so they're worth aiming for if you're trying to build all these Wonders within a single lifetime.

48 Minutes In

As you can see, aiming to complete those squares on the left caused a bit of a mess on the right. Nothing a well-placed T-shape can't fix though.
As you can see, aiming to complete those squares on the left caused a bit of a mess on the right. Nothing a well-placed T-shape can't fix though.

For this block I checked out the Sprint mode, which simply has you clear as many lines as possible within three minutes. Best I was able to do was around 115, which is a long way from the 250 one of the RetroAchievements wants from you. I suspect this set was created by one of those crazy people who speedruns Arika's Tetris: The Grand Master series for fun. Naturally, the only way you're going to pull this off is to quickly assemble and clear a few of those monosquares. Yes, I bring those things up a lot but they're really the only element that makes this game stand out in a sea of near-identical puzzle games. Not that I'm on board with any new feature they decide to introduce—the heart rate monitor and sacrilegious non-tetramino blocks of Tetris 64 was some real gimmicky shit that added nothing—but without it I'm just left describing an hour of Tetris in eight paragraphs. Yo, you guys ever heard of Tetris? It's a block-stacking game where-

Sprint's kinda neat though. You can throw more caution to the wind knowing you only have seconds left on the clock, creating a huge mess higher up the field since it'll never be a factor as you continue to create opportunities with valuable pieces down where the action is with whatever time is remaining. If I need a T-shape to complete another square and the game keeps tossing me useless S/Z shapes, I can ditch that unholy business in some misbegotten stack on the far left of the screen and not worry about it. Like the Tetris version of fly-tipping. Three minutes really isn't a whole lot of time to get anything done, so knocking out a hundred lines in that time is nothing to sneeze at. Anyway, just a single mode left and going by its name—Ultra Mode—it's probably going to be the most low-key one yet.

64 Minutes In

Oh heck yeah, come to Uncle Vanya. For the record, a tetris comprised of both a monosquare and a multisquare is worth 65 lines at once. You see what I mean about squares being big business?
Oh heck yeah, come to Uncle Vanya. For the record, a tetris comprised of both a monosquare and a multisquare is worth 65 lines at once. You see what I mean about squares being big business?

Ultra Mode is essentially the reverse of Sprint Mode: rather than have a limited amount of time, you instead have a limited number of lines to clear. Time taken is a factor here, of course, but it's also a test of how quickly you can create and clear squares to hit that target as soon as possible. I suppose Ultra and Sprint work as options if you don't have a whole lot of time available and are not sure how long a Marathon session will take you, true to its name. Either way, regardless of the mode, you get to keep all the lines you form and they all get sent to the Wonder-in-progress, so you get those warm tingly feelings that no session is ever "wasted".

I neglected to mention this but the game has a ranking system that provides a numerical representation of your quality as a Tetris player. It's like those rankings you get in online games such as Apex Legends or Street Fighter, in that it can go either up or down depending on how well you did in the last few games. Kind of dispiriting to watch it sink because you crashed and burned going for broke on a monosquare that refused to drop its fourth piece, but good judgment (and luck) is a definite factor when it comes to Tetris. It also helps in a multiplayer game like this to know how good your opponents are: competing with someone with a much higher or lower rank might be grounds to introduce a handicap, for instance.

How Well Has It Aged?: It's... Tetris. I think this might be one of my favorite renditions of Tetris. The squares add such an interesting layer of challenge and the Wonders, as immaterial as they are, give me something to work towards if just playing Tetris by itself isn't sufficient motivation. Like I said, this was a cart that was in and out my N64 on a regular basis because I could just slap some blocks together and work on those Wonders between those games that required a bit more dedication. It's still good for that role and maybe more so than ever if its fate is to sit in a big library of other games that are also only going to be played briefly once each. The only thing that really dates it is the jungle EDM soundtrack which is super, super of its time (still slaps though).

Chance of Switch Online Inclusion: The Ball is Monosquare in Nintendo's Court. I believe, much like Tetrisphere, Nintendo bought the rights to this particular T-spin on Tetris after H2O Interactive evaporated, if they didn't already own it before then. They would have to renegotiate with The Tetris Company for the rights to distribute it on NSO, I'm sure, but if they were looking for a solid four-player Tetris game that would have a guaranteed audience this would do the trick. It's nowhere near as weird as Tetrisphere, for one.

Retro Achievements Earned: 9 (out of 27). Some real heavy-hitters in this set, including competing with the CPU on its highest level and some previously-mentioned ridiculous milestone targets. There are even cheats to make the game more difficult (kind of backwards) and there's achievements related to those too. Seems like an "only experts need apply" scenario.

Current Ranking

  1. Super Mario 64 (Ep. 1)
  2. Diddy Kong Racing (Ep. 6)
  3. Perfect Dark (Ep. 19)
  4. Mystical Ninja Starring Goemon (Ep. 3)
  5. Donkey Kong 64 (Ep. 13)
  6. Doom 64 (Ep. 38)
  7. Space Station Silicon Valley (Ep. 17)
  8. Goemon's Great Adventure (Ep. 9)
  9. Bomberman Hero (Ep. 26)
  10. Pokémon Snap (Ep. 11)
  11. Tetrisphere (Ep. 34)
  12. Rayman 2: The Great Escape (Ep. 19)
  13. Banjo-Tooie (Ep. 10)
  14. Rocket: Robot on Wheels (Ep. 27)
  15. Mischief Makers (Ep. 5)
  16. The New Tetris (Ep. 42)
  17. Super Smash Bros. (Ep. 25)
  18. Mega Man 64 (Ep. 18)
  19. Bomberman 64: The Second Attack! (Ep. 41)
  20. Star Wars: Rogue Squadron (Ep. 42)
  21. Forsaken 64 (Ep. 31)
  22. Wetrix (Ep. 21)
  23. Harvest Moon 64 (Ep. 15)
  24. Bust-A-Move '99 (Ep. 40)
  25. Hybrid Heaven (Ep. 12)
  26. Blast Corps (Ep. 4)
  27. Kirby 64: The Crystal Shards (Ep. 2)
  28. Ogre Battle 64: Person of Lordly Caliber (Ep. 4)
  29. Tonic Trouble (Ep. 24)
  30. Densha de Go! 64 (Ep. 29)
  31. Fushigi no Dungeon: Fuurai no Shiren 2 (Ep. 32)
  32. Snowboard Kids (Ep. 16)
  33. Spider-Man (Ep. 8)
  34. Bomberman 64 (Ep. 8)
  35. Jet Force Gemini (Ep. 16)
  36. Mickey's Speedway USA (Ep. 37)
  37. Shadowgate 64: Trials of the Four Towers (Ep. 7)
  38. Body Harvest (Ep. 28)
  39. Star Wars: Shadows of the Empire (Ep. 33)
  40. Gauntlet Legends (Ep. 39)
  41. Toy Story 2: Buzz Lightyear to the Rescue! (Ep. 29)
  42. 40 Winks (Ep. 31)
  43. Buck Bumble (Ep. 30)
  44. Aidyn Chronicles: The First Mage (Ep. 20)
  45. Midway's Greatest Arcade Hits Vol. 1 (Ep. 39)
  46. Conker's Bad Fur Day (Ep. 22)
  47. Gex 64: Enter the Gecko (Ep. 33)
  48. BattleTanx: Global Assault (Ep. 13)
  49. Last Legion UX (Ep. 36)
  50. Hot Wheels Turbo Racing (Ep. 9)
  51. Cruis'n Exotica (Ep. 37)
  52. San Francisco Rush 2049 (Ep. 4)
  53. Iggy's Reckin' Balls (Ep. 35)
  54. Fighter Destiny 2 (Ep. 6)
  55. Charlie Blast's Territory (Ep. 36)
  56. Big Mountain 2000 (Ep. 18)
  57. Nushi Tsuri 64: Shiokaze ni Notte (Ep. 35)
  58. Castlevania: Legacy of Darkness (Ep. 14)
  59. Tetris 64 (Ep. 1)
  60. Mahjong Hourouki Classic (Ep. 34)
  61. Mahjong 64 (Ep. 41)
  62. Milo's Astro Lanes (Ep. 23)
  63. International Track & Field 2000 (Ep. 28)
  64. NBA Live '99 (Ep. 3)
  65. Rampage 2: Universal Tour (Ep. 5)
  66. Command & Conquer (Ep. 17)
  67. International Superstar Soccer '98 (Ep. 23)
  68. South Park Rally (Ep. 2)
  69. Armorines: Project S.W.A.R.M. (Ep. 7)
  70. Eikou no St. Andrews (Ep. 1)
  71. Rally Challenge 2000 (Ep. 10)
  72. Monster Truck Madness 64 (Ep. 11)
  73. F-1 World Grand Prix II (Ep. 3)
  74. F1 Racing Championship (Ep. 2)
  75. Sesame Street: Elmo's Number Journey (Ep. 14)
  76. Wheel of Fortune (Ep. 24)
  77. Mortal Kombat Mythologies: Sub-Zero (Ep. 15)
  78. Yakouchuu II: Satsujin Kouro (Ep. 40)
  79. Mario no Photopi (Ep. 20)
  80. Blues Brothers 2000 (Ep. 12)
  81. Dark Rift (Ep. 25)
  82. Mace: The Dark Age (Ep. 27)
  83. Bio F.R.E.A.K.S. (Ep. 21)
  84. Ready 2 Rumble Boxing (Ep. 32)
  85. 64 Oozumou 2 (Ep. 30)
  86. Madden Football 64 (Ep. 26)
  87. Transformers: Beast Wars Transmetals (Ep. 22)
  88. Heiwa Pachinko World 64 (Ep. 38)
4 Comments