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64 in 64: Episode 27

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Welcome, various friends and enemies, to the newest edition of 64 in 64: a quasi-masochistic look at the Nintendo 64's library and legacy from the perspective of its recent revival via the Switch Online's retro game catalogue. Sometimes it's easy to forget how long ago the N64 came out. I'm actually closer to BEING 64 than I am to when I bought it, which is one of those things like the nerve gas from The Rock that I wish could be un-discovered. Even so, for as well-trodden as the history of the N64 has been between the amount of time that has passed since its launch and decline plus the relatively few releases for the system (less than a quarter of its predecessor the SNES, and less than a tenth of its main rival the Sony PlayStation), there's still new personal discoveries to be made that I hope prove every bit as enlightening to those reading as well. That was certainly the case with one of this episode's two games; the other, alas, was pretty much exactly what I anticipated.

Getting back to the Switch Online's retro gaming options though, Nintendo recently added titles from the Game Boy and the Game Boy Advance, the latter being exclusive to the special premium subscription tier Nintendo reserved for their Sega Genesis/Mega Drive and Nintendo 64 libraries. I'd assume the last two will continue to see updates, but as all eyes are on the GBA and the return of its many system highlights I wouldn't be surprised if the trickle of N64 additions continues to quietly decline. Nintendo's pretty savvy when it comes to maintaining interest in their online service, if perhaps not quite as savvy in making their vast back-catalog available to all, so it strikes me as likely that they've run out of ideas for N64 additions and switched everyone's focus to a shiny new thing. However, as we've discovered in the past and will in the future (I hope) there's still plenty of N64 games out there that deserve a second chance in the spotlight.

And now, a special "behind the scenes" edition of the rules for 64 in 64:

  • Since I always start with the name and work backwards with these blog features, I had to figure out what the other 64 was going to mean. I eventually settled on "64 minutes", the total time I allotted myself to check out the game.
  • But the feature needed more than just a couple of hour-long playthroughs of bad N64 games. There needed to be stakes. Drama. I would have to build up the tension with an update every sixteen minutes in order to relay the emotional journey I was going through.
  • Naturally, I would need some kind of conclusive arc to give the audience the closure they so craved about whether or not Daikatana 64 had held up at all. How else would they know without a post-playthrough breakdown?
  • It was at this point I realized that absolutely anyone could replicate what I was doing here without breaking a sweat. I needed to exercise my bona fides as a video game critic with years of experience to really bring this home. How else but to offer a vague appraisal of the game's likelihood of coming to the Nintendo Switch Online service based on a few minutes of browsing the IP and its developer's background on Wikipedia? And then just taking a random guess? Thus, value is added and the reader's investment in reading 3,000 words of anguished whining is retroactively vindicated.
  • Finally, if I was going to pretend this feature had any purpose whatsoever, I'd have to stick to my guns about the whole "vetting games for the Switch Online library" angle and refuse to touch anything already on there. This came with the added bonus, genius in retrospect, that I'd all but guarantee to avoid any game anyone has ever heard of, thus dropping the SEO value even further down a pit than it was already.

While I contemplate the wisdom of all this honesty, y'all can feel free to contemplate this list of previous 64 in 64 episodes:

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

Rocket: Robot on Wheels (Pre-Selected)

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History: I've been visiting all the best 3D platformers for the N64 for this feature as a matter of course being the huge genre fan that I am—I also played New Super Lucky's Tale for IGotW a few days ago as of writing, so there's certainly been a throughline to my gaming of late—but Rocket: Robot on Wheels stands out in particular because it's the very first game from a studio that has since moved up in the world. Future Ghost of Tsushima, InFamous, and (most crucially) Sly 2: Band of Thieves developers Sucker Punch Productions had to start somewhere, and that somewhere is this game. I honestly know next to nothing about Rocket besides the obvious thematic stuff, so I'm curious to see how much of its blueprint was passed on down to studio's more famous and successful follow-up projects. Sounds like Rocket got a lot of critical praise but didn't really shine at the time with audiences possibly because its release was overshadowed by two other major platformers with a bit more of a pedigree, the previously-covered Donkey Kong 64 and Rayman 2, which is definitely some rough competition. (Might be worth mentioning that Earthworm Jim 3D also launched the same day as Rocket, and the strength of that brand probably tricked a few people into choosing the former over the latter if they weren't paying attention to reviews.)

Sucker Punch began with a bunch of ex-Microsoft folks setting up shop in the same region of Bellevue, Washington (which also hosts Valve, Bungie, and others) and first intended to make a N64-exclusive puzzle game that was a 3D spin on The Incredible Machine, but those plans collapsed like so many ramshackle Rube Goldberg jalopies and I guess a 3D platformer made a certain amount of sense given how many other N64 developers were in a similar racket. Sounds like sourcing a publisher was a nightmare for them—they eventually settled on Ubisoft—and went directly to Sony for a PlayStation exclusive franchise afterwards (that would become Sly Cooper) so this will be the last we see of them here. As for publishers Ubisoft they were also busy putting out the aforementioned Rayman 2, effectively counter-programming themselves like they would do once again with Prince of Persia: Sands of Time and Beyond Good & Evil in late 2003. Thankfully, they've learned their lesson about not launching two exciting, novel games in the same release window so they cannibalize each other's audiences and have since switched tactics to releasing the same open-world game over and over. That way, it's no big deal if two of them launch the same month because they'd be more or less identical regardless. Genius.

16 Minutes In

Sucker Punch would eventually earn a pedigree to be envied, but Rocket is (like so many first attempts) pretty much a B game.
Sucker Punch would eventually earn a pedigree to be envied, but Rocket is (like so many first attempts) pretty much a B game.

Ah, Robot on Wheels is my favorite type of 3D platformer: the ones with the big open stages with little organically-placed challenges everywhere you turn. I guess that was still most of them back then; the PS2 and GameCube platformers that came a little after were where the genre started to return to linear courses again (including this game's successor, Sly Cooper). I've not done much but be introduced to the story and taken a quick look around this first level. Rocket is a helper robot for a scientist helping to design a theme park, Whoopie World, which features a walrus called Whoopie as its mascot and a raccoon (!) called Jojo as his sidekick. Apparently not satisfied with his second-string status, Jojo takes an opportunity to escape his confinement, kidnap Whoopie, and take over the theme park, forcing Rocket to chase after him and undo the damage he's caused.

Rocket's only abilities at this stage of the game is a slightly floaty jump and a grapple beam, the latter used for hooking onto specific objects to swing himself forward and to pick up and throw objects. There's a few types of collectibles so far, a set of tickets being our primary goal and tokens as a currency of sorts that we need to spend to unlock new skills. Both are just kinda all over the place, though the tickets need a little more work to reach. Pretty much your standard open 3D platformer then, though it seems like a pretty competent one of those with some fun ideas so far.

32 Minutes In

Now this is the kind of collectathon pause menu bullshit I love to see. That grid of letters are the tickets, the wrench coins are the tokens, and that space-age massage wand on the left there unlocks more of the current level once fully assembled.
Now this is the kind of collectathon pause menu bullshit I love to see. That grid of letters are the tickets, the wrench coins are the tokens, and that space-age massage wand on the left there unlocks more of the current level once fully assembled.

Still on the first level but I've explored most of it, besides one large tent at the back. The whole game is set in a theme park with this level encompassing a few rides (and a giant T-rex statue) on a beach promenade, but its true size is probably more than what I've seen so far. The reason I say that is because of the above screenshot, where you can see a grid of twelve letters: those are the tickets, and despite exploring this place for half an hour I've only found half of them. Each has a hint attached to it though, sort of like the star hints in Super Mario 64 except perhaps a bit more overt, so it shouldn't take much longer to find them all. Based on the hints I suspect one is linked to hitting that 200 token target in the bottom right, another involves racing an annoyingly fast NPC, and a third is related to these little sentient screws I keep finding (there's still one more hopping around the level somewhere).

I was told I could buy a weapon upgrade at 80 tokens—I'm currently defenseless—but I forgot where I was supposed to go to get it, so that's something else I'm going to have to do before I finish up in here. I realize I say this every time I cover a collectathon, but I hope my OCD won't keep me in this first location digging up random crap for the full hour. Though it totally will. I'm incorrigible.

48 Minutes In

Suddenly Rollercoaster Tycoon. Can't say I'm displeased with this development, but this mini-game is trickier than it looks.
Suddenly Rollercoaster Tycoon. Can't say I'm displeased with this development, but this mini-game is trickier than it looks.

I spent this sixteen minutes putting balls in Presidents' mouths (don't ask) and building my own rollercoaster. The latter was actually kinda cool from a design perspective: you simply laid out a track one piece after the other while designating them as either a low, high, or twisty part of the track and then you could ride your creation once you'd connected it back to the starting line. The best part was that, after simply completing a course you'd built and earning a ticket, the next ticket required you build a track that hit five targets in the correct order. This meant criss-crossing parts of the track, which led to some deeper ruminations of how the track should flow (plus there's a few tokens hanging around the track too that you'll need to grab eventually).

I've actually been impressed with the amount of variety the game has displayed so far. In earning these first ten tickets I've had to: design a rollercoaster (twice), race an NPC, race checkpoints, use my grapple ability to cross platforms, use my grapple to throw items to hit targets, complete two tough platforming challenges (and a much easier one), and assemble a seven-piece collectible hunt across this first area (which, I neglected to mention, is called Clowney Island). It's definitely made me curious to see if Rocket can keep up this creative momentum throughout, or if we'll continue to see variants on the same ideas throughout. Naturally I don't think the vehicle or platforming sections are going to end any time soon, but more distinct challenges like playing RollerCoaster Tycoon would be great.

64 Minutes In

Most of Whoopie World looks like this. Horrifying.
Most of Whoopie World looks like this. Horrifying.

I eventually found all the tickets I could in that first stage—there's only one left, and it's the one that I suspect requires all 200 tokens in the stage and some are clearly out of reach for right now—and bailed back to the hub, which is itself a stage with its own set of collectibles. Turns out the guy I needed to talk to was the NPC I met at the start of the game: a helpful mechanic named Tinker who exchanges the tokens you've found (though doesn't actually, since the total never goes down) for new upgrades. I procured a tractor beam "slam" attack for 80 tokens and was close enough to the next target of 250 that I went around sweeping up any I could find in the hub and the second level, Paint Misbehavin' (a pun reference all kids playing this should immediately get), to procure it before making any further progress. Turns out it was the double-jump: putting one of those in your game is definitely the fastest way to this guy's heart.

Sadly, I'm not going to have the opportunity to give that double-jump a workout, at least not for our purposes here. I'll say overall I'm pretty sold on Rocket: Robot on Wheels. It has its downsides, of course: some aggressive draw distance issues makes the whole "running around a large space looking for specific items" more irksome than it should be, the camera is absolute garbage even for the notoriously low standards for a N64 platformer, and I'm not sure I'm sold on the Rare-by-way-of-the-Silent-Hill-3-theme-park aesthetic just yet. I am, however, left wanting to continue the game to see what other ideas it has and to keep sweeping up those collectibles and upgrading my traversal capabilities, being the worst kind of 3D platformer/explormer zealot and all.

How Well Has It Aged?: InFamously Well. I'm happy I get to keep discovering decent 3D platformers for the N64, despite believing I knew both the system and the genre well enough already. Of course, there aren't going to be too more after this—the remaining ones tend to be closer to Blues Brothers 2000 than Super Mario 64 in quality, sadly—but if I ever run out of steam (or patience, if we consider the random picks) for this feature it'll only be after I'm assured there's no more hidden gems like this lurking outside my sphere of knowledge. I suspect the N64 will keep on surprising me for a while longer yet.

Chance of Switch Online Inclusion: Unlikely. Rocket was published by Ubisoft, exclusive to a Nintendo platform, and developed by what is now one of Sony PlayStation's core subsidiaries. If it ever is revived in some form, either as-is for the Switch Online's N64 library or a HD remaster for the benefit of Sucker Punch completists, I've no idea how those three giants intend to hash out the rights. I think Sucker Punch, much like Naughty Dog, is happy enough these days leaving their mascot platformers in the past for the sake of their current, more narratively serious (read: movie-aping) fare.

Retro Achievements Earned: 3 of 34. Most are tied up in completion stats: if I managed to find all the tokens and get that last ticket in Clowney Island, I would've have five achievements instead. Seems like an easy enough set to acquire if you're the 100% completion type. I was a little surprised by how there only appears to be six levels to visit (seven if you include the hub); the levels are pretty big at least.

Mace: The Dark Age (Random)

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History: Another episode, another edgejoint courtesy of our pals Midway and their profound insight into the average teenage boy's mind. I'm pessimistic enough to believe I'll run out of my beloved 3D platformers well before I ever run out of these terrible polygonal fighting games that are figuratively (and sometimes literally) designed by Todd McFarlane. I'm not bitter though: these games make me oddly nostalgic for a not-great but still formative time for pop culture, where the industry's marketing was at peak "gamer" energy. Mace: The Dark Age is set in an alternative version of our world in the 13th and 14th centuries, focusing largely on Europe and Asia, and includes in its roster a few medieval knights, a Viking warrior, a Japanese ninja, a Japanese samurai, a Chinese monk, two Arabic fighters, and at least a couple of skeletons. I guess they got a little bit of Killer Instinct in their Soul Edge. The story concerns the titular Mace of Tanis, a weapon of unlimited power that is currently being held by the demon lord Asmodeus: seeing it as a path to world domination, various tyrants and scoundrels fight each other for the opportunity to wield it.

As I've written elsewhere, a staggering one-in-ten N64 games came from Midway so don't think we're done with them for a while yet. Mace actually began as an Atari Games cabinet in March 1997, Atari Games being the arcade video game branch of the venerable computer hardware company founded by Nolan Bushnell. Around this time Atari Games was acquired by Midway, so it made sense their name is all over this N64 port (they developed the conversion themselves from what I gather). For those keeping track, this would be our second N64 game from Midway that was originally converted from an Atari Games arcade game, the first being San Francisco Rush 2049. There are four more still out there that followed a similar course: Wayne Gretzky's 3D Hockey, San Francisco Rush: Extreme Racing, California Speed, and Gauntlet Legends.

16 Minutes In

Trying out some moves on ol' Spanky here. (I checked, the dummy is not a secret character.)
Trying out some moves on ol' Spanky here. (I checked, the dummy is not a secret character.)

Aw jeez, here we go. OK, right off the bat, Mace doesn't feel too bad. Like, sluggish and annoying, sure, but I can deal with the chunkiness. Mortal Kombat chunkiness is easier to handle than the flowing rhythm of a Japanese fighter, even if it lacks most of the nuance and style. It's not like that nuance is going to be anywhere close to being within my grasp, you know? As if to punctuate that sentiment, I've elected to use the armored Lord Deimos since he looks kinda like my avi and I prefer a character with reach and weight. He seems like this game's version of Nightmare or Siegfried, who is often who I go for in Soulcalibur because I can just ring out the CPU nine times out of ten if I don't feel like recalling moves.

Naturally, being a N64 fighter they've once again incorporated the C-buttons for many of the attacks, though at least the A and B are also used to hit things rather than having some abhorrent purpose like a guard or jump. From what I've been able to ascertain just by hammering buttons and hoping for the best (my usual strategy with fighters), A and B are quick/weak strikes, C-left and C-down are heavy/strong attacks, and the other two C-buttons performs a kick that does less damage but has a decent knockback effect. I guess as a character that emphasizes reach I'll want to kick opponents back to a distance where I can hit them and they can't hit me. I'd love to tell you what moves ol' Lord Deimos has, probably some really cool fire-elemental shit, but the game has no movelist whatsoever: there's nothing if you pause the game during the single-player campaign nor does the practice mode offer any suggestions (hitting the start button here just takes you back to the main menu). Looks like I'll be relying on the internet for some answers.

32 Minutes In

My first wall is this Prince of Persia extra. A six-foot-long burning greatsword is apparently not enough.
My first wall is this Prince of Persia extra. A six-foot-long burning greatsword is apparently not enough.

Thanks to the world wide web I've picked up a few moves for Deimos: hitting both light and heavy attack buttons together causes him to do a powerful uppercut swing that does something ridiculous like 30-40% of the opponent's health bar, but its wind up is so long that the other person can prepare a sandwich and do their taxes and still have plenty of time to dodge or block it. There's a back-forward-heavy that tosses out two horizontal swings, but the opponents seem super good at getting in a quick attack in-between strikes to interrupt it. There's also a shoulder charge which seems cool (and easy to pull off, since it's forward, forward plus strong attack which is how similar moves work in brawlers) and a three-hit combo that's reliable enough. At this stage of the game though the faster opponents are dancing circles around me, particularly this harem girl (that's how she introduces herself) Namira. Getting tired of hearing that ululating victory cry of hers. Maybe speed is the key to this game...?

If it sounds like I'm getting invested in Mace or coming around to it in any way, that is not the case. I did play quite a bit of Soulcalibur back in the day (never enough to be good at it though, I was just there for the single-player content) and Mace does feel like an approximation, more likely inspired by Soulcalibur's 1995 predecessor Soul Edge given how the dates line up, but it also feels very plain and clearly chasing some trends of the era with its gore and executions. Well, let's see how I feel after another half hour of getting my ass beat by a tiny person wearing no armor (or really much of anything).

48 Minutes In

This thing is just ridiculous. I'm having a blast.
This thing is just ridiculous. I'm having a blast.

Well, I eventually managed to defeat Namira though not without sacrificing most of my continues (yep, there's a hard limit, though at least you can bump up the number in the options) but then I got roundly trounced by a samurai named Takeshi, right in front of Takeshi's castle. Since I don't expect to "beat" Takeshi any time soon I've decided the only way forward is to go full munchkin and look into unlocking some secret OP characters. There's actually a bunch, but most are only accessible in the PvP multiplayer; two that aren't though are the characters added specifically to the N64 port, the samurai Ichiro (who has a more traditional hakama outfit than Takeshi's full armor) and the dwarven steampunk walker War Mech. Having played Final Fantasy 1, I know how powerful War Mechs can be in a fantasy setting even if this one's closer to a giant Mokujin than a Gundam.

So, yeah, turns out there's a reason why this little Scottish dude in a wooden robot suit isn't one of the playable characters right out of the gate. From a general perspective he has the same issues Lord Deimos does: very big, which makes for a big target, and a tad on the slow side. However, War Mech has an easy forward+strong combo resembling a windmill punch that can be sustained for up to eleven hits and given it's a strong attack combo the damage is just ludicrous if you can catch someone with the whole chain. I'm already in love with it, and hoping I can ride this dumb windmill move to the boss fights and beyond. Pride? What pride? Pfft, this is pure survival.

64 Minutes In

For an occidental release Mace sure has some Kurosawa jidaigeki aspirations. A samurai duel between brothers under the full moon? Am I sure this isn't the Sucker Punch game...?
For an occidental release Mace sure has some Kurosawa jidaigeki aspirations. A samurai duel between brothers under the full moon? Am I sure this isn't the Sucker Punch game...?

Predictably, I got as far with my "instant win" as I did without, reaching and dying to Takeshi (who, I should point out somewhere, is only the sixth opponent of ten) once again. Part of the issue this time was that I forgot to set the difficulty back down to Easy but then there didn't seem to be a huge difference if I'm being honest. Opponents get progressively tougher until you're eventually facing something that can anticipate your every move. Figuring the only way to kill a bad samurai is with a good samurai (though it turns out, lore-wise, it's the inverse) I went with the other secret character, Ichiro, and managed to make some decent progress through the campaign. I even beat Takeshi this time, followed by the next guy Al-Rashim, until I was finally put in my place by a Viking warrior named Ragnar who kept yelling "Valhalla!" at me. So it goes.

I'll finish off by providing a rundown of the game's roster of fighters, or at least the ones I met (the order is always the same): Executioner, the Astaroth stand-in; Lord Deimos, the Siegfried stand-in; Ragnar, the Rock stand-in; Koyasha, the Taki/Mileena stand-in; Taria, the Sophitia stand-in; Al-Rashid, the Hwang stand-in; Takeshi, the Mitsurugi stand-in; Namira, the Xianghua stand-in; Xiao Long, the Kilik stand-in; Mordos Kull, a generic-looking soldier guy with a flail who I guess is the Maxi stand-in; Dregan, a skeleton dude; and Hell Knight, a rad looking skeletal demon dude. There's also the boss characters Grendal and Asmodeus (obviously never met either) and the aforementioned N64-exclusive characters Ichiro and War Mech. There's also a chicken called Pojo. Maybe I could've won with the chicken. Guess I'll never find out.

How Well Has It Aged?: About As Well As Rome Did During the Dark Ages. I wish I liked or knew fighter games well enough to bring down some apposite judgement but these brutish weapon fighters all play more or less the same in my untested mitts. Soul Edge was the closest comparison point I could come up with because the weapons themselves determine a lot of the moves and fighting styles of these characters. The hidden characters aren't actually so broken that they couldn't have been part of the N64 port's roster from the jump; I'm not sure how elusive the game manual chose to make them, but since they're the biggest value adds for this home version I can't imagine they were a well-guarded secret. Conclusion: I dunno. It's fine and nothing about the way it looks or plays really sticks out as egregious, besides perhaps for how generic it all is, but I didn't care for it either way. I can at least say it's definitely not the worst fighter on the system, though I'll certainly agree with Jeff Gerstmann's "5.4" GameSpot review. (Doing some research, this line in particular from its Wikipedia article stuck out: "The developers created 30 characters, then narrowed them down to a lineup of 11 through focus groups of teenagers." Makes me curious what those other 19 were like. Dudes with slight builds? Women wearing clothes?)

Chance of Switch Online Inclusion: Not Great. Atari Games and Midway are both property of Warner Bros. Games these days, and I'd assume that also includes this property. They're too busy preparing to take a huge wash on Suicide Squad to worry too much about bringing back another edgelord property stuck in the back of a warehouse somewhere. I think Nintendo realizes the reputation the N64 fighters possess and have wisely chosen to ignore them all. Even so, some small part of me wonders if a "bad N64 fighter compilation" wouldn't engender some underground FGC kusoge appeal, to be played in hotel bathrooms and conference center stairwells whenever EVO strikes. Probably not enough appeal to make it a intelligent use of resources, sadly.

Retro Achievements Earned: 1 out of 75. Most of these involve beating the game on various difficulty modes as everyone, as well as another set for pulling off execution moves (i.e. fatalities) with each character. My one achievement was for successfully lopping off someone's head as Ichiro.

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