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64 in 64: Episode 25

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All good things must come to an end, and yet so too must things like 64 in 64. I say that, but I won't be staying away for long: there's more Nintendo 64 games I'm curious to dive into if only for an hour and many, many more pieces of detritus from a bygone age I've yet to subject myself to, the reasons for doing so having long since escaped me. Expect to see more episodes in the new year sometime, just not quite with this degree of regularity. I was recently asked in the comments what type of game I would've liked to have seen more often (or, at least, that's how I chose to interpret the question) and it's the mysterious Japan-only games that have been sitting behind a language barrier for nigh on twenty years. Even when it was an endless procession of mahjong, pachislots, go, shogi, horseracing betting sims, and hanafuda games on Super Famicom it was intriguing to see another side to that console: an unseen iceberg stretching many meters below the surface, and a glimpse into how the video game release cycle and the third-party support looked so very different to Japanese audiences. A cursory glance at the big ol' spreadsheet I use to pick out these games suggests there were around 80 of the system's 388 games that were only released in Japan—about one in five—and remarkably we only ever encountered three of them: Eikou no St. Andrews, Tetris 64, and Mario no Photopi. Once the series returns for 2023, I'm determined to feature more of them in the pre-selection half of each episode: there's a few fan-translated ones I'd like to explore. I might also start incorporating the cancelled prototypes that have been showing up in mostly finished states across the internet: after all, Nintendo put Star Fox 2 on their SNES Classic Mini console so there's a precedent for polishing up some unreleased product as a means to entice more customers by presenting something no-one's ever seen before. That'll be for next year's Mento to sort out though, that schmuck: for now, let's get on with this 64 in 64 season finale.

And what a finale I have planned for you all this week: Two fighter games! Historically and demonstrably (going by the ranking) my least favorite genre for the system! I say that, but these are two of the better rated ones at least. Maybe they'll escape the bottom half of the ranking table, though as always no promises. The pre-selection is actually one I put this far down the shortlist as a joke as I never conceived of a scenario where Nintendo wouldn't have already added it to Switch Online by now, and the random selection is a name I usually hear in the same sentence as "one of the less bad of the mediocre grimdark fighters for N64". Looks like we're about to wade into the quagmire that is the '90s comic book aesthetic again, Spawn help us all.

Before all that, we have our last rules check-in for this season:

  • Two N64 games are selected each episode. One by me, one randomly picked from the system's entire library by a piece of software. I actually use the same piece of software to determine what Indie games I play next for my other blog feature, so it feels like I give over a lot of my time to arbitrary chaos.
  • Each game is played for sixty-four minutes exactly. I'll take a small break every sixteen minutes to jot down my thoughts and current mental state. Depending on the game, that small break might stretch out to an hour as I try to psyche myself up to jump back in.
  • Each game then receives two post-playthrough reports: the first goes into my impressions on how well it has held up over the years, while the second considers the likelihood of its inclusion on the Switch Online service. One doesn't necessarily factor into the other, though it probably should.
  • This series will not feature any games already on the Switch Online service, or confirmed to be on their way. The exceptions being those previously covered before they were officially added or Harvest Moon 64 that one time I wasn't paying attention. We're here to see what else deserves to be on there or, at the very least, what shouldn't.

Be sure to celebrate this quarter-centennial by checking out previous episodes below:

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

Super Smash Bros. (Pre-Selected)

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History: I wanted something big for the season finale and, hey, wouldn't you know it, Nintendo's been dragging their heels putting the first game in one of their largest and most fan-servicey franchises on the Nintendo Switch Online service. I couldn't even begin to tell you why, but I suppose I can try to unpack it in the usual post-playthrough section below. Super Smash Bros. is the brainchild of Masahiro Sakurai, the most overworked person in game development after Randy Pitchford's PR manager, and is a multiplayer "platfighter" that pits (including Pit, eventually) various Nintendo characters together in a contest of strength, speed, and perseverance. I will say that the original N64 Smash Bros. is a little on the light side features-wise having only standard and multiplayer modes (the former being the single-player mode with boss fights and bonus rounds) and just eight starting characters, with four extra to be unlocked once the right criteria are met. The Smash Bros. series are fighters, technically speaking, but have streamlined the controls and usual genre features for accessibility in much the same way the Mario Kart and Mario [Sports] titles do for their respective genres: the A button gives you three different standard attacks depending on whether down or up is also held and the B button does the same but for special attacks, with each set of specials being distinct to each character in a manner that befits their established fighting style. Beyond that you have the versatile evade/guard and the guard-ignoring grapple, both of which tend to be blind spots for novices.

Developers HAL Labs are, of course, best known for their Kirby franchise and we've encountered them twice previously on 64 in 64 with Kirby 64: The Crystal Shards and Pokémon Snap, in both cases shortly before they were officially inducted into the Switch Online library. Might explain why Kirby's one of the strongest characters in the Smash canon, especially with his recovery move options. If we meet HAL again on 64 in 64, it'll be for the first Pokémon Stadium (that is, the Japan-only one we didn't see over here): there's nothing else of theirs left to visit.

Super Smash Bros., that is to say the first one, has always had a special place in my heart because at the time it felt like the wildest notion of a fan game brought to life by Nintendo themselves (or, well, in this case a subsidiary). This was during a period when the emulation scenes for the 8-bit and 16-bit Nintendo libraries were starting to pick up steam and people were putting together the craziest ROM hacks they could conceive and build, and for as much as Nintendo hates those dirty pirates and homebrewers it sure does feel like they get inspired by them on occasion (take, for example, the experimental crossover NES Remix games or the sudden appearance of an official Metroid 2 remake (Metroid: Samus Returns) after the release of the well-received hack AM2R). This was one of those games I'd regularly play at friends' houses too, along with GoldenEye 007 and Perfect Dark, so there's a lot of happy memories tied up with it. Of course, being the loner shut-in that I now am, I've always appreciated the not-inconsiderable single-player component of the Smash series, especially when it comes to collecting trophies or discovering new features. Curious to see how much I'll be able to remember this time: my goal is to unlock as many of the bonus fighters as possible within the time limit.

16 Minutes In

I captured Link in a rather dainty pose here. Did this game give him leg warmers?
I captured Link in a rather dainty pose here. Did this game give him leg warmers?

Decided to get in a regular standard mode session with my usual main, Link. Link's a good choice for those of us wanting to focus on regular attacks instead of the more conditionally-focused specials because of those strong aerial up and down stab moves borrowed from Zelda 2, so I don't have to worry too much about the right time to throw a bomb or use the boomerang (though it's more that most of Link's specials are best suited for distance, and his standard attacks and B-Up recovery for up close). The original Smash Bros. definitely feels sluggish compared to the newer ones, but it still plays remarkably close to something like Super Smash Bros. Ultimate regardless. Not a whole lot of Link's repertoire is has changed over the years, at least, and most of the tricks I rely on still work here too.

The standard mode for original Smash is harder than I recall also: the large melees against 10+ opponents can wear you down quick, and fighting the giant DK or Metal Mario actually feel like proper boss fights that you can't take lightly. I'm about at the end of this run here, and after defeating Master Hand (I hope) I'll have a shot at one of the bonus characters you can unlock through the standard single player mode.

32 Minutes In

Break the Targets has some nice touches, like teaching you that Pikachu's Thunder Jolt can travel around platforms.
Break the Targets has some nice touches, like teaching you that Pikachu's Thunder Jolt can travel around platforms.

Determining that I need a refresher course in the other characters, and because I can't keep challenging the standard mode this entire time, I took a gander at everyone's "Bonus 1" mini-game (otherwise known as "Break the Targets!"). This bonus round was an enduring fan favorite, showing up in most of the sequels, because not only does it present a tough challenge it also serves doubly as a hint-free tutorial on everyone's special movesets and other distinct skills, each character having to deal with a specific arrangement of platforms and targets suited to them. Sadly, playing the bonus rounds isolated from the main mode is pretty much the only other single-player content the game offers: there's no trophies yet, none of those quests that drop you into fights with tough special rules, and no story-based adventure mode. For an N64 game it still offers a decent amount of content, but it wouldn't be until Melee and beyond that we started seeing more of the extracurricular material that makes Smash pop.

Naturally, I had an ulterior motive to play through everybody's Bonus 1 mode and that was to unlock the second character: Luigi. The first playthrough of the standard mode unlocked Captain Falcon, the middle hardest of the three characters you unlock through that mode since there's a time requirement, and now I'll be heading back in for the easier goal of unlocking Jigglypuff. Then I'll have to try for Ness, the hardest (Normal difficulty, three stock, no continues). I wonder if I can chalk this up as another game completion if I unlock everyone...?

48 Minutes In

A detail I noticed this time with the Fighting Polygon Team is that they have slightly different, more 'realistic' models compared to who they're imitating. For instance, Pikachu's Polygon equivalent just looks like a bipedal rat and Yoshi's looks like a raptor with jagged teeth.
A detail I noticed this time with the Fighting Polygon Team is that they have slightly different, more 'realistic' models compared to who they're imitating. For instance, Pikachu's Polygon equivalent just looks like a bipedal rat and Yoshi's looks like a raptor with jagged teeth.

Man, Normal is no joke. There's that easy early ramp up to the tougher challenges at the end, which coincides with the game increasing the CPU difficulty throughout. When you get to the Fighting Polygon Team, shown above, that's thirty moderately tough opponents one after the other. Three lives really don't last as long as you'd hope across some twelve battles. I blew my chance at getting Ness this time, settling for Jigglypuff once I've defeated Master Hand in a rematch (he hasn't changed much either), so I'm thinking I might next try a character that's easier to survive with. Or maybe not, since the single player takes over sixteen minutes to beat and I'll run out of time before I can do it again. I'll just stick with trying out Bonus 2 ("Board the Platforms!", which proved to be less popular) with as many characters as possible and call it a day.

The issue with Smash Bros. is one I have with most fighting games: besides the impetus to get better, there aren't a whole lot of carrots on sticks for the chronically friendless to pursue. I think I've only liked fighters that offered something more substantial in that department: the trophies and challenges of Smash Bros., the VN story modes of the Persona Arenas, or the combo mastery found in the practice mode of Street Fighter EX Plus Alpha and several others. Anything where I might unlock secret characters works too, though in most cases it's just a matter of inputting cheat codes you find off the internet (or, back in the dinosaur days, hearsay overheard in the arcades or during recess at school).

64 Minutes In

This was before they settled on DK's look for Donkey Kong 64 I guess. As the recent Super Mario Bros. movie trailer intimated, Miyamoto prefers when DK looks like a complete buffoon.
This was before they settled on DK's look for Donkey Kong 64 I guess. As the recent Super Mario Bros. movie trailer intimated, Miyamoto prefers when DK looks like a complete buffoon.

As expected, I quickly salvaged the Normal run by unlocking that useless singing orb and then played around with the Bonus modes some more. Turns out Jigglypuff has the hardest Break the Targets challenge: I spent what felt like half this block going for his set of targets, constantly missing the very last one in the sequence because his balloon jumps just lose all steam after the third one. Board the Platforms isn't that much better, since it only takes advantage of regular movement and the occasional B-Up recovery move (that is, if the character even has one: Jigglypuff just starts singing as he plummets off the map to certain doom like he was the violinist onboard the Titanic).

Given I'd almost exhausted all the game's content that didn't require some more training or a better controller to pull off (why yes, I am liable to blame everything besides my own skill level) it's almost a relief when the timer went off one last time. Not that I didn't enjoy this little revisit to Smash Bros.'s salad days, but a growing boy needs more than salads to live.

How Well Has It Aged?: Super Smashingly. The essential Smash experience is still here and since the retro games on Switch Online usually come with online functionality it would be a good fit for anyone nostalgic enough to play some blocky Smash against friends both local and distant. The one detriment is that Ultimate plays more or less the same but has like five times the features and characters and a big ol' graphical update, but you could argue the same thing about Mario Kart 64 versus Mario Kart 8 or Mario Party versus... no, wait, I guess those are all equally bad.

Chance of Switch Online Inclusion: It's Bizarre It's Not Already On There. I'm wracking my brain for a solid reason why they've yet to add it, or why it wasn't one of the first games available, and the only thing I can think of is that Nintendo doesn't want it cannibalizing sales of Ultimate. Yet they stopped supporting Ultimate a while ago with the last DLC character; even the Spirit Board and multiplayer events are drying up, and those used to be cute little ways Nintendo could advertise future games. Super Smash Bros. was available on both the Wii and Wii U Virtual Console too, so it's not like they lost the source code or anything. Maybe Nintendo is worried that if they start making older Smash games available on Switch, the sheer outcry from FGC weirdos to port over Melee will be too much to cope with? They're having enough trouble getting all those GameCube Zeldas and Metroids on there.

Dark Rift (Random)

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History: Dark Rift is set in the distant future where Earth finds itself sandwiched between two way cooler dimensions when the titular rift starts creating tears in the fabric of spacetime. A special crystal thought to convey all the secrets in the universe to its wielder is divided into three pieces and sent to Earth, the demonic Dark Dimension, and the pure energy Light Dimension. Eight warriors fight amongst themselves to recover all the crystal pieces for their own ends. At least, that's about as much of the plot as I can follow. In Japan, the game is known as Space Dynamites which I kinda prefer despite (or maybe because of) being a total non-sequitur.

Kronos Digital Entertainment got its start as a CGI animation studio contracted to video game developers looking to put together FMV for the burgeoning CD-ROM market of the early '90s. They worked on the cinematics for both King's Quest VI and Phantasmagoria on behalf of Sierra Online. After that, starting from 1995, they began developing their own original games. Their first release, Criticom (for Saturn and PlayStation), was actually the predecessor to Dark Rift: for whatever reason, they downplayed the connection when Dark Rift emerged two years later, though I'm only guessing it was because Criticom was godawful. After Dark Rift they went on to make the isometric action PC game Meat Puppet and the PS1 exclusive fighter Cardinal Syn before bowing out with the divisive Fear Effect duo of cel-shaded third-person shooters. As expected from their background, Kronos's games tended to be lauded for their presentations if not always for their gameplay. Vic Tokai was a venerable Japanese game company that is a branch of the much larger Tokai Corporation, a natural gas provider. They'd been producing games from as far back as 1986 for the NES and C64, including cult favorites like Clash at Demonhead and Decap Attack, but Dark Rift would prove to be their last project. Shortly after its release, Vic Tokai switched to developing communication technology and never looked back. Dark Rift was the only N64 game either company worked on.

Well, here we go with yet another one of these Not-Mortal Kombat fighters. I suppose it only has Bio F.R.E.A.K.S. to beat in this mini edgelord fighter bracket that's starting to develop, but I'm not hopeful I'll get a lot out of my time here. Curiously, it has the same number of fighters as Super Smash Bros. (excepting secret characters: it has two to Smash's four) but I guess that has more to do with system limitations than anything: doesn't feel like you could get away with having a fighter game with any fewer than eight combatants, but the N64 only had so much memory to work with.

16 Minutes In

Here's Scarlet fighting the power-suited A. A. Ron. I'm into these backgrounds (space trucks!) but the characters look like action figures.
Here's Scarlet fighting the power-suited A. A. Ron. I'm into these backgrounds (space trucks!) but the characters look like action figures.

Well, all right, let's start with the good. The game has this nice feature for those of us who don't have the manual handy where the standard Tournament mode begins with an opening text crawl for the character you chose, letting you know their background and motivation for joining this contest. I went with this Amazonian type called Scarlet, who was apparently raised to be a champion of some clan meant to protect the crystal but has designs to take over as Empress after assassinating the current ruler, whom I believe is the game's main boss. Her clan doesn't believe in modern technology (or clothes, I guess) so she uses a jagged sword and shield made out of dragon bones (?). In fact, most of the opponents I've met so far seem cool with medieval weaponry despite this being set in 4000 AD or some such. I guess that made the game easier to balance than giving half of the roster lasers and particle weapons and putting them against, say, a guy holding a big club with spikes in it. The visuals are on the blocky side, but it animates smoothly and quickly—seems like the devs were aiming for a good framerate over system-taxing special effects, which is always the right approach to fighters. It's evident a lot of thought went into the character designs and backgrounds too, though they've all been so thematically disparate it hardly feels like they're from the same universe. Definitely strikes me as closer to a Killer Instinct than a Mortal Kombat so far, but then we are talking about a game with hell dimensions trying to take over Earth so maybe it's a little from Column A, little from Column B.

Now for the bad. Once again, we're giving over all the attacks to the dreaded C-cluster with B relegated as a dedicated throw button for all you fans of cheesing and A for... I actually have no idea what A does yet. Specials? But you need to use it in conjunction with the usual convoluted series of inputs and it won't do anything by itself, which seems kinda pointless. It's like if Street Fighter 2 saw you doing the quarter-motion + punch combo and just assumed you wanted to duck and punch since you didn't also press the magic button to let it know you were aiming for a hadouken. The L-R bumpers are tiny baby side-steps which won't do much to avoid all these big sweeping attacks. Guard, rather than activating whenever you're holding away from the opponent like in any normal fighter, also has a dedicated button and it's one of the C-buttons, though I forget which. I think it's C-right, if only because that would be the most unintuitive since Player 1 starts on the left side of the screen. The default round setting is also to win three rounds out of five instead of best of three: this doesn't make a whole lot of sense since these rounds aren't super quick like they might be in Divekick or Bushido Blade, so unless you go into the options to fix it (which I forgot to do) matches tend to stretch on and on. On the whole, I think the game entirely deserves the 5/10 that Jeff Gerstmann gave it back in the day, but maybe it'll pick up. Or maybe I'll just give up instead and find some dumb bonus mode to waste an hour in like with Beast Wars.

32 Minutes In

When characters have neutral poses that look like this, it makes it real easy to determine whether the designer was a boobs man or an ass man.
When characters have neutral poses that look like this, it makes it real easy to determine whether the designer was a boobs man or an ass man.

Well, I quickly reached the limit of my abilities by the fourth match so now I've gone into the options menu and dropped the round count to 1 along with switching to Easy. I'm curious to see what the bosses are like (though I could always just input the cheat codes from GameFAQs if I get desperate) so I'm hoping to progress to the end of the Tournament mode through sheer grit alone. If not, I'll take an honest stab at learning some of the specials despite the silly "press the special button" pre-requisite and see if I can't just cheese my way past every opponent instead. Not like I'm going to make a serious effort to learn this game, especially with only half an hour to go.

I've switched from Scarlet to Eve, a gold-colored gynoid with a lightsaber that greatly resembles Dot Matrix from Spaceballs and makes little printer noises every time she takes a step. I kinda love her. Her background is that she's a human scientist that worked on an army of battle droids in secret but because most of them went berserk she and her lab workers were put to death by their boss (the same boss as Scarlet's, conveniently enough). She only escaped dying by uploading her consciousness into an advanced prototype model, and is looking for the McGuffin to repair the fatal damage to her organic body which I suppose must be in stasis somewhere. The backstory would work a little better if we ever got to meet any of these berserk robots but then most lore snippets in fighter games are really just flavor text.

48 Minutes In

I hate this pointy green thing. I'm not sure I'm on board with this font either.
I hate this pointy green thing. I'm not sure I'm on board with this font either.

Since I just spent the last ten minutes getting mauled over and over by an ugly, invincible gargoyle (what is this, a From Soft game?) I've decided that, for the last segment, I'm determined to play as little of the game as possible. Turns out Easy mode just shifts the goalposts a little: instead of hitting a brick wall at Match 4, you hit it at Match 6 instead (and given I know there's two bonus characters, I'm guessing there's at least nine matches give or take a mirror match). I've zero patience for fighters on a good day, and since Dark Rift is a little more serious about its combos and juggles than most I've found so far there's been little for me to hook onto. Bio F.R.E.A.K.S. at least had its ridiculous aerial combat and Beast Wars its amusingly low-rent non-fighting-related mini-games.

Eve's a dexterous fighter, wielding her lightsaber in an European fencing style, but she's no match for the utterly relentless CPU who won't let you rest a second once it gets its hackles up. What tends to be the pattern in every fight is them guarding any attack you send their way, immediately replying with a stun-locking combo until you're down on your ass, and then jumping on top of your prone form for even more damage. I said before that rounds don't move all that fast, but they sure do when the CPU gets serious. This is a fighter where, I think, the idea is to polish your game in the competitive two-player first before trying against the CPU rather than the usual inverse. Either way, I'm very much out at this point. Let's see if my dumb plan for the last segment bears fruit...

64 Minutes In

My favorite part of any fighter game: Words. So many words. If I'm controlling him, shouldn't I know what his intentions are?
My favorite part of any fighter game: Words. So many words. If I'm controlling him, shouldn't I know what his intentions are?

Since I wanted to do something fun for the last segment of this season of 64 in 64, and I absolutely don't want to play any more of this game, I grabbed some codes from the internet that take you directly to everyone's endings and I'm going to have myself a little Ranking of Tekken Endings to finish off here (by the way, all the endings are about 10-30 seconds long; the only reason this took up the whole segment was an inability to input all these cheat code strings fast enough—probaby explains a lot about my poor performance too):

  • Aaron: Generic Space Marine Man. Aaron takes the big crystal and sticks it into some kind of enormous orbital satellite device that transforms Earth from a near-lifeless irradiated rock into the big blue orb we all know and love. Boring, but then he is the boring character option. C.
  • Demonica: Creepy Gargoyle Demon Lady. Using the power of the crystal, she kills her master (a guy named Demitron, one of the final bosses) and sits on the Dark Dimension's throne with the crystal now part of a big staff. Some kind of ghost floats in front of her, maybe Morphix? Raises more questions than it answers. D.
  • Eve: Gilded Robot Lightsaber Lady. The crystal is enough to restore Eve's original human body, and she reuploads herself into it. Her hair and eyes are also bright turquoise, but I've no idea if that's the crystal's doing or she just had that style to begin with. Underwhelming. D.
  • Gore: Big Green Barbarian Alien. Kinda looks like a Goomba from the '90s Super Mario Bros. movie in this ending clip. Raises up the crystal and roars to an appreciative audience of other Gores. Wholesome The Lion King sort of vibe. C.
  • Morphix: Low-Textured Morphing Guy From Every Early Polygon Fighter. Absorbs the crystal, causing the world he's standing on to explode. He somehow emerges unscathed from the space rubble now ascended to a being with godlike powers. Entirely inscrutable, but at least we got to see a whole planet blow up. B.
  • Niiki: Underaged Jungle Princess. Teleports back to her home planet with a mid-air somersault and a giggle. Utter waste of a Dragon Ball wish. At least ask for a pony or something. E.
  • Scarlet: Amazonian Sword and Shield Lady. Holds the crystal, and then cuts down final boss Sonork after he tries to backstab her (or ask politely for the gem he sent her to get). Scarlet now has glowing eyes, which I guess makes her immune to sucker punches? Dumb, but at least we got to see a decapitation. C.
  • Zenmuron: Mysterious Ninja Guy. Sets the crystal into a rock and hits it as hard as he can. The crystal smashes, he gets burned to shit, but looks to the camera and laughs. Badass. B.
  • Sonork: Big Bad, Looks Like Aaron But With a Bumpier Head. Uses the crystal to power a staff that opens a portal. Dude steps through and vanishes. Aww, he just wanted to go home. How nice. C.
  • Demitron: Other Big Bad, Looks Like a Minotaur. Has impaled every other character on big spikes and roars to the skies as he gets struck by lightning and vanishes. Given everyone in this terrible game is now dead I think this one wins by default. A.

How Well Has It Aged?: More Like Dark Pfffffft. I dunno, I guess in the pantheon of N64 fighters it's probably not so bad. It has a high difficulty curve to overcome for any serious fighter fan and some fun character designs if you're into Killer Instinct knock-offs with a world that has room for demons, robots, generic space marines, ninjas, orcs, and female fighters with lore-related excuses for wearing very little. And what 12 year old or 12 year old at heart isn't into all of the above? However, a heavy dependence on the C-buttons still sucks in any game but fighters most of all, and it's just kinda boring on top of being difficult and unpleasant. I guess the fact that it didn't let me lame it out with some cheap moves meant it was better put together than most.

Chance of Switch Online Inclusion: Infinitesimal. Kronos is long gone and Vic Tokai didn't so much disappear but change careers, so I guess they're still holding onto all their old IPs if they haven't fobbed them off onto someone else. Nintendo probably wants to pretend that the N64 didn't have any fighters at all, rather than be forced to reconcile with what they did get, so I don't imagine they're in a hurry to add any of them.

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. Space Station Silicon Valley (Ep. 17)
  7. Goemon's Great Adventure (Ep. 9)
  8. Pokémon Snap (Ep. 11)
  9. Rayman 2: The Great Escape (Ep. 19)
  10. Banjo-Tooie (Ep. 10)
  11. Mischief Makers (Ep. 5)
  12. Super Smash Bros. (Ep. 25)
  13. Mega Man 64 (Ep. 18)
  14. Wetrix (Ep. 21)
  15. Harvest Moon 64 (Ep. 15)
  16. Hybrid Heaven (Ep. 12)
  17. Blast Corps (Ep. 4)
  18. Kirby 64: The Crystal Shards (Ep. 2)
  19. Ogre Battle 64: Person of Lordly Caliber (Ep. 4)
  20. Tonic Trouble (Ep. 24)
  21. Snowboard Kids (Ep. 16)
  22. Spider-Man (Ep. 8)
  23. Bomberman 64 (Ep. 8)
  24. Jet Force Gemini (Ep. 16)
  25. Shadowgate 64: Trials of the Four Towers (Ep. 7)
  26. Aidyn Chronicles: The First Mage (Ep. 20)
  27. Conker's Bad Fur Day (Ep. 22)
  28. BattleTanx: Global Assault (Ep. 13)
  29. Hot Wheels Turbo Racing (Ep. 9)
  30. San Francisco Rush 2049 (Ep. 4)
  31. Fighter Destiny 2 (Ep. 6)
  32. Big Mountain 2000 (Ep. 18)
  33. Castlevania: Legacy of Darkness (Ep. 14)
  34. Tetris 64 (Ep. 1)
  35. Milo's Astro Lanes (Ep. 23)
  36. NBA Live '99 (Ep. 3)
  37. Rampage 2: Universal Tour (Ep. 5)
  38. Command & Conquer (Ep. 17)
  39. International Superstar Soccer '98 (Ep. 23)
  40. South Park Rally (Ep. 2)
  41. Armorines: Project S.W.A.R.M. (Ep. 7)
  42. Eikou no St. Andrews (Ep. 1)
  43. Rally Challenge 2000 (Ep. 10)
  44. Monster Truck Madness 64 (Ep. 11)
  45. F-1 World Grand Prix II (Ep. 3)
  46. F1 Racing Championship (Ep. 2)
  47. Sesame Street: Elmo's Number Journey (Ep. 14)
  48. Wheel of Fortune (Ep. 24)
  49. Mortal Kombat Mythologies: Sub-Zero (Ep. 15)
  50. Mario no Photopi (Ep. 20)
  51. Blues Brothers 2000 (Ep. 12)
  52. Dark Rift (Ep. 25)
  53. Bio F.R.E.A.K.S. (Ep. 21)
  54. Transformers: Beast Wars Transmetals (Ep. 22)
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