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64 in 64: Episode 32

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Well, here we are at the halfway point. Except I don't think I have any firm plans to extend this series out to 64 entries, as thematically apropos as it would be. I am, after all, running out of Nintendo 64 games I actually want to play, and will be forced to go with the memes and other infamously bad games for the sake of generating a lot of delicious schadenfreude in lieu of enjoying myself. That definitely feels like jumping the shark though, or more specifically jumping into the shark's mouth, so for now I'll put a pin in the distant future of this series and keep up with this monthly schedule for the rest of 2023 at the very least.

Oh right, I almost forgot to say: Welcome to 64 in 64, a semi-arbitrary deep dive into the mostly cursed library of the N64 one (or two) sixty-four minute playthroughs at a time. Somehow, despite regularly seeing the worst this console has to offer, I've found myself really enjoying playing N64 games this year. That extends to crafting a sister feature of sorts that was the Kobayashi Mario, a Super Mario 64 all-achievements run that I concluded earlier this month, and I've since been spending a few sessions here and there playing through some notable collectathon platformer hacks based on SM64 and Banjo-Kazooie, such is my sudden relapse into the glorious pastime that is picking up glowing shit for hours on end. This is all an unintended side-effect of this particular feature, I suspect, so maybe next year I'll get way into retro SNES/PS1 JRPGs as a change of pace. (Didn't Jan once have plans for something similar? I guess he's been a little too busy of late, to put it mildly.)

For now, we came here to play some dang N64 games and playing some dang N64 games is what we're gonna do. Just need a quick rundown of those pesky rules first:

  • In 64 in 64 we play two or more N64 games for 64 minutes apiece. As Malcolm Gladwell almost once said, it only takes 64 minutes to become an expert on any video game.
  • The first game is a Pre-Selection, decided by me ahead of time and usually the result of wanting to highlight a childhood favorite, check out a well-regarded game for the first time, or really just the result of whatever capricious whim filtered through this irradiated wasteland I call a brain. The second is a pure Random pick chosen by an algorithm. To think, algorithms have come so far since I started this feature that they can now pick a game and review it themselves.
  • Each game is accompanied by a series of four live reactions taken sixteen minutes apart, as well as an elucidating intro, a less-elucidating conclusion on how well the game's held up, my own musings on the possibility of a resurrection via the Nintendo Switch Online Premium Subscriber Tier For Awesome Cool Guys, and the state of its Retro Achievements support.
  • Finally, 64 in 64 won't touch any game already on Switch Online or announced to be added. Nintendo would not be happy if I did that. Though I'm sure they're perfectly fine with my regular haranguing them about not adding a bunch of forgotten dreck, as well as the dubious source of all these screenshots. That's Nintendo for you; very chill and non-litigious.

If you're itching to enjoy some previous episodes before reading any more of this one, by all means pull up a chair to this here table:

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

Fushigi no Dungeon: Fuurai no Shiren 2 (Pre-Select)

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History: Back in Episode 23 I itemized the sorry state of the N64 RPG library. With only 20 games I could find that qualified, there's even less representation when it comes to RPG subgenres like strategy RPGs (there's two big ones between Ogre Battle 64 and Super Robot Taisen 64) and action-RPGs (depends if you count Paper Mario, in which case there's around five or so). Least represented of all, out of those with any representation whatsoever, is the run-based or "roguelike" genre characterized by its procgen dungeons and harsh full-wipe fail states. As far as I can tell, Fuurai no Shiren 2 is the only option N64 owners had to get their punitive dungeon-crawling on. Fushigi no Dungeon: Fuurai no Shiren 2 ("Mystery Dungeon: Shiren the Wanderer 2") is the eighth game in Chunsoft's Mystery Dungeon franchise and the fourth to focus on their original Shiren character, a wandering ronin who finds himself traversing through yokai-infested labyrinths and outdoor areas in pursuit of treasure and glory (and occasionally to save people and animal friends).

Chunsoft, later Spike Chunsoft, is a developer that went through a few thematic shifts over the years with regards to their output. Which is to say, depending on when you first encountered them, they could be known to you for one particular type of game over another. Founded by Koichi Nakamura (the "Chun" in Chunsoft is an alternate reading of the kanji used for "Naka" in his name), the company first rose to prominence with its collaborations with Enix's Yuji Horii, first with the Famicom port of his influential adventure game The Portopia Serial Murder Case and subsequently with the first Dragon Quest. Chunsoft went on to develop the first five games in the Dragon Quest franchise, simultaneously branching out to pursue its adventure game aspirations with its Sound Novel series (a precursor, or alternative evolution, to the visual novels now more commonplace) starting with Otogirisou ("St. John's Wort") and Kamaitachi no Yoru ("Night of the Sickle Weasel", though officially localized as Banshee's Last Cry). Later they'd become famous for the Mystery Dungeon series, the first of which starred a breakout Dragon Quest IV character, and more recently they've become popular for their adventure games again: Kotaro Uchikoshi's Zero Escape escape room trilogy and its AI: The Somnium Files successors, the delightfully insane live-action 428: Shibuya Scramble, and (through Spike) the quirky Danganronpa anime murder-a-thons. Sadly, this was the only N64 game they ever released so they're going to be a one-and-done as far as this feature's purview is concerned.

I'm not usually one for hitting my head against run-based games for days on end but I realized that the hour-long format of 64 in 64 is perhaps ideal for a quick investigation. I harbor no allusions that I'll make any progress at all in so short a time frame given the steep learning curve with this subgenre, but that's fine: if I crash and burn and wipe my progress a few times over the next sixty-four minutes, that's probably better than having to abandon an RPG playthrough right after its prologue just as it was getting good. Shiren the Wanderer 2 is also one of the few Japan-only N64 games to see a fan localization and I intend to play all of those on here eventually, such is my predilection for obscure-ass Japanese games that I can actually read thanks to hard-working pro bono fan translators.

16 Minutes In

Worshipping a Daruma doll might not make sense, but hear me out: what if we called it VICTORY Daruma?
Worshipping a Daruma doll might not make sense, but hear me out: what if we called it VICTORY Daruma?

I didn't get into the story of this game, huh? Too busy gabbin' about Chunsoft. That'll happen. Shiren the Wanderer 2 is actually a prequel that follows a ten-year-old version of the protagonist along with his talkative weasel friend Koppa (he kinda reminds me of Daxter) as they pass through a town called Natane and stop to try the udon restaurant there. While eating, a tribe of rambunctious oni tear through the town and depart after leaving it in ruins; the villagers thereby deciding they'll need to build a castle to keep these monsters out. Shiren gets roped into helping the town after being "chosen" by the village god, a Daruma doll, and his task becomes braving the wilds to procure resources to shore up defenses back in town. The game therefore has a mild city-sim aspect to it, as you simultaneously collect items that will aid in your survival (like weapons and consumables) as well as materials for Natane's new castle.

If you've ever played a Mystery Dungeon, or really any traditional roguelike, the gameplay and controls are essentially the same here. You walk around a grid of rooms connected by hallways fighting monsters and collecting items you can use while discarding those you can't due to strict inventory limits. Each step or action you take corresponds to a single unit of time: everything else moves and fights at the same pace, though nothing moves if you don't. This is a mostly an expository update as I've only managed to get through the prologue tutorial dungeon and explored Natane a bit so far, leading to the first cutscene you see above.

32 Minutes In

Harassed by a cute little ninja as my OCD compels me to fill in the rest of this floor map. Too bad for him I managed to find a sword somewhere.
Harassed by a cute little ninja as my OCD compels me to fill in the rest of this floor map. Too bad for him I managed to find a sword somewhere.

Soon after that prologue you're given some directions and left to enter the first of the game's procgen dungeons. The castle needs five parts, each needing more materials than the last, and the quality of the materials matters as it determines the fragility of those parts. I imagine early on the oni are going to make short work of whatever I build, but as I continue to hit harder dungeons I'll get better materials and thus a stronger castle. The other wrinkle is that I need the assistance of some secretive tribe that only lives on mountain summits to make these parts for me, so getting defeated in the dungeon—which are ascending towards the mountain summit with each floor—won't net me any progress. I have to make my way through every floor, get to the top, and exchange whatever materials I found along the way for a castle part. Then I have to hope it doesn't get demolished before I work on the next part. I suspect this will be a very slow process.

Happy to see the gameplay is a little more layered than I first anticipated, my console roguelike experience limited to the likes of the paper-thin Fatal Labyrinth. You can collect weapons and shields to wield—the game helpfully lets you examine anything you're holding to get the full details, including the relative strength of equipment and the usage of the thankfully-not-randomized consumables—and I've even managed to find some basic soil for the castle building after five floors of exploring (you'd think that stuff would be everywhere). Enemies are starting to get tougher, but I've managed to find a few healing items so hopefully I can keep my HP up. There's also a hunger aspect to the game: you have to hope to come across some onigiri or something because you'll start to suffer if you don't eat. I've also noticed a strength stat: strength can be increased with certain items, including past its original limit, but can also be decreased via certain enemy attacks (and, I assume without having tested it yet, hunger). As with any roguelike, you stockpile ranged attack items like magic scrolls specifically for cases like those annoying debuff monsters. Best of all is a pot I found that lets me hold onto all my money if I should die; the only downside is that it takes up three whole slots in my inventory. Still, if I want to find out what money does for me I better hang onto this thing.

48 Minutes In

Inventory space is looking a little tight, but fortunately you get two full pages (or twenty slots) to work with. The storage pots also help. Oh hey, they namedropped Otogiriso too, nice.
Inventory space is looking a little tight, but fortunately you get two full pages (or twenty slots) to work with. The storage pots also help. Oh hey, they namedropped Otogiriso too, nice.

Well, I have some additional answers after another sixteen minutes of playing. Upon reaching the seventh floor, I was instead taken to the Shuten Halfway village: this location offers both a trader and a blacksmith, allowing you to spend some of the money you've found. The blacksmith will upgrade one weapon once per visit but also offers to repair broken bracelets (don't have any of those yet) or remove a seal (which provide special buffs on certain pieces of equipment). You can also sell things to the trader, so that's enough reason to pick up items until you fill your inventory even if you don't think you'll use them. Obviously, once that inventory's full, you'll have to make some decisions regarding whether to leave an item behind because it's too cheap or too useless (though many items are both). I bought the stronger Katana weapon from the trader along with an Identify Scroll: I've not found anything yet I couldn't identify, but if the scrolls exist then I have to imagine powerful items that need identifying do as well. I also made use of a storage pot: these take up one slot in your inventory but let you carry five extra items, provided they're small enough to fit inside (so no equipment or other pots like the money saving pot).

The floors after the halfway village have become considerably more annoying. I've tripped two Rust Traps while I've been up here, dropping the power of my equipment (including the katana I paid the blacksmith to upgrade, which as you can see from the screenshot above is now down to -1). Enemies here include treants that make you hungrier with a sinister dance, little purple blob things that steal items from the level and warp away, and the hard-hitting centaur ronin. Even if I don't die en route to the summit there's a good chance I'll not make it before we're done here, so I'm going to spend less time fully exploring each floor and try to see how far I can get.

64 Minutes In

As you can see, the materials you've found so far determine what you can build. Going by that progress bar, each part's going to need four steps to complete it as well. That's a minimum of twenty successful dungeon runs, and that doesn't include anything that gets broken in the meantime.
As you can see, the materials you've found so far determine what you can build. Going by that progress bar, each part's going to need four steps to complete it as well. That's a minimum of twenty successful dungeon runs, and that doesn't include anything that gets broken in the meantime.

I needn't have worried. Though I got close to dying a few times, the final floor of the "Easy" route to Shuten Village was only the tenth, not the twelfth (which is what I anticipated, since the halfway village was after the sixth). The other half of the game's loop came into play up here: I was able to sell the items that won't carry over to the trader up here though I wasn't able to afford any of the castle part materials he was selling (they were all of "good" quality, the middle of three, and priced at 15,000 a pop, which was around double of what I had). I could also deposit the money I'd made in a bank to make it easier to afford materials on my next visit. After that, I just had to see the carpenter up here to get my castle parts once I'd traded the right materials. Each of the five castle parts have to be completed in multiple stages so it's going to take way more than five full trips to get everything finished, though being able to store excess parts for later will help. After that, I took a raft back down to Natame town and spent the night actually building the damn thing. There have to be some child labor laws prohibiting all this...

I'm glad I got to see a full loop of the game, though I was running on fumes just by following the default Easy path to the summit. I imagine harder routes increase the number of floors and, as such, the difficulty of the monsters and danger of the traps; the upside is that I'm more likely to find high quality materials, which will become a factor after the first few altercations with the rampaging oni. For now, I can be proud that I didn't let some little kid get chopped to pieces by mountain monsters and made what may or may not be progress depending on how well this newly built castle holds up. All the same, we're done Wandering for now.

How Well Has It Aged?: Hopefully As Well As The Castle I Built. Shiren the Wanderer 2 greatly resembles Natsume's Harvest Moon 64, not just visually with its pre-rendered melon-headed character sprites but in how it followed a very specific long-form genre model that was more or less polished by this point after its formative salad days during the 16-bit era. The addition of the castle-building, giving the player a game-wide goal that isn't just "keep going in the dungeon until you stop dying", makes it a more palatable (that is to say, less pointless-feeling) experience in a similar way to how modern run-based games will retain some semblance of progress across even failed runs. It's also remarkably accessible and forthright compared to other games in the same genre without necessarily sacrificing a decent challenge level, which has frequently been a strength of the Mystery Dungeon series in particular. Most roguelikes haven't changed since the 1980 game that lent the genre its name, so it's hard to argue any of them have "aged" too badly if they're still making them.

Chance of Switch Online Inclusion: A Mystery. Spike Chunsoft are active and they have a good relationship with Nintendo—their latest, Master Detective Archives: Rain Code, is presently a Switch exclusive—so I'm sure the two could arrange something without much issue, though it's debatable whether they'd make the effort to localize it (or get the fan translators involved). If we ever get another wave of N64 games announced for Switch Online I wouldn't be surprised to see this on there.

Retro Achievements Earned: N/A.

Ready 2 Rumble Boxing (Random)

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History: Let's get rrrrrrrrrready to... suck at boxing. Considering a quarter of all N64 games are sports related, it's a little strange that there's barely any boxing on there. N64 was the first (non-portable) Nintendo console to not have a Punch-Out!!, for instance, and its only other boxing games include Knockout Kings 2000 and this game's sequel, Ready 2 Rumble Boxing: Round 2 (I've just now realized how awkward they made things for themselves by putting a 2 in the title of the first game). All three are ports as well—Knockout Kings was originally a PlayStation franchise and Ready 2 Rumble Boxing is famously associated with the Dreamcast, the first being one of its launch games outside of Japan—so the N64 never really had a pugilism sim to call its own.

Point of View was an Irvine, California-based developer that frequently worked with Midway, EA, and THQ on some of their long-running sports series. Founded in 1996, they'd be a little more prominent in the console generation that followed, but on N64 they developed both Ready 2 Rumble Boxing games for Midway, the non-astro bowling game Brunswick Circuit Pro Bowling for THQ, and NFL Blitz Special Edition again for Midway. I'd be perfectly happy not encountering any of them as a random pick. (For those keeping track, this is the seventh Midway game we've covered so far and there's many, many more remaining.)

Of all the sports genres, boxing's fairly high on my list of "most tolerable". I was never the Punch-Out!! fan that our own Dan Ryckert is, not even close, but I enjoyed it and its SNES sequel well enough in their day and playing the boxing mini-game of Lost Judgment recently has me curious to go back and see what the genre was like around the turn of the century. I know Ready 2 Rumble Boxing is very much built with the same goofy spirit as Punch-Out!! so in that regard it should be a good time; my one concern is that it's a Dreamcast port that must have been downgraded quite a bit, since the N64 didn't have anything like the chops of that system. I'm trying to imagine what playing Soulcalibur on a N64 would look like and I don't think I'm into what I'm picturing.

16 Minutes In

Do you think they chickened out on a 'Knokimout' because it wasn't Russian enough? Or is this a reference to Ivan Drago straight up murdering dudes in the ring? Seeing what some of the other boxers are called, I don't think the devs were being all that clever with the names.
Do you think they chickened out on a 'Knokimout' because it wasn't Russian enough? Or is this a reference to Ivan Drago straight up murdering dudes in the ring? Seeing what some of the other boxers are called, I don't think the devs were being all that clever with the names.

I've only spent sixteen minutes with this game and it's already the worst N64 game I've ever played. It's truly abysmal. Take all the criticisms I had for the other awkward N64 fighters, including the old canard of having fight controls mapped entirely to the C-buttons, and add an absurd level of difficulty and a Championship mode that makes zero sense and doesn't work. Why would you make a cartoonishly broad boxing game like this that's aesthetically as far from a serious sim as possible and demand such a high level of competency from its players? Why is the Easy difficulty setting harder than Normal? I can't tell if R2RB was always this bad or if it's some unique terribleness distinct to the N64 port in particular. I realize I should've feared the worst when I saw Midway's name come up, but this goes beyond any and all but the most dire estimations.

I'd go into what I did for this segment but what's the point? No meaningful progress was made. I tried Arcade mode with the 108-year-old gentlemen boxer "Big" Willy Johnson (subtle) and got my ass handed to me despite swaying and ducking like all get out, dropped the difficulty, got knocked out even faster, switched to the Championship mode, went into the training setting there to build up stats only to be faced with a crappy rhythm game, flunked out almost immediately since there's no way to practice beforehand (I suspect emulation issues didn't help; rhythm games are particularly compromised if you're not on original hardware), was informed that the fees for the training equipment were a "per session" thing so I could no longer afford to train, and tried a prize fight to earn more cash just to get instantly defeated again. I'm not saying I don't suck at this game—that's a foregone conclusion—but there's usually some kind of ramp to give us neophytes a neophytin' chance. Maybe a tutorial would be nice. Well, time for 48 more minutes of getting my face pounded into the shape of a cauliflower.

32 Minutes In

I think I received more brain trauma looking at this control layout than I did getting repeatedly punched in the head by a 220lb Russian boxer.
I think I received more brain trauma looking at this control layout than I did getting repeatedly punched in the head by a 220lb Russian boxer.

I wonder how many times I've hyperbolically called a game the "worst ever" on this feature and then started to turn on that statement by the second segment. Which isn't to say I've turned all that much, but I am starting to... figure things out. The first step to any bad fighter is to make like a cartoon mouse and just embrace that cheese with my whole spirit. The tactic I've found that's worked on almost every CPU boxer so far is to get in close, hit them with an uppercut, and then get out of their range before they retaliate; the punch strength gauge has to refill, so trying to get in multiple hits is counterproductive and just leaves you open to retribution. It's an extremely boring way to play any video game but, hey, if I'm winning then I'll take it. I was getting bored of getting knocked out too, after all.

I've been focused on the Championship mode and building up Afro Thunder as a contendah. Dude's kind of the Ryu of this game, but he's tough to use because he's so short: the boxer's size also factors into their reach, so I've got to get in past every larger boxer's impressive wingspan to land those cheap uppers. The inexpensive training sessions focus on speed so that's been a big help for eluding blows; I've since moved onto the more expensive training which instead builds up stamina and strength, but I can only afford one session per prize fight and the gains have been minimal due to BS like that shown above. I'll eventually run out of prize fights I can do and will either have to take on a title fight to raise my rank—I'm guessing these cheap tactics won't work quite so well on the next tier—or just hope my one hour is up by then. Either way, I'm thankful that I've at least found a semi-tolerable way to pass my time with this game; after the despair generated by that first segment, it's more than I could've hoped for.

48 Minutes In

Boy, it sure felt great to beat up a woman to the point she was displaying visible injuries. (I should really add a sarcasm tag to that; I know how the internet can get.)
Boy, it sure felt great to beat up a woman to the point she was displaying visible injuries. (I should really add a sarcasm tag to that; I know how the internet can get.)

Not a whole lot to add for this segment; just alternating prize fights and training sessions. I can go into most of the training modes here: the first is rhythm training, which just has you replicate a series of punches and sways by following a bouncing ball that can be awfully fussy; the second is the sway bag, where you hit it and then sway to avoid its return only the timing is extremely tight; third is the speed bag where you just unload on a punching bag for a set time, and is one of the few I'm able to get some decent results on; fourth is the heavy bag where you repeat the punch types it yells at you (see the 32 minute screenshot); fifth has you lifting weights with the proper timing; anything beyond that requires five figures and I'm not made of money. All the higher training options involve juicin' with pills though so I imagine I won't be required to do much.

This segment also introduced the game's two (currently unlocked) female boxers: the petite Lulu Valentine and the buff Brazilian Selene Strike. Lulu's tiny and has to rely on her speed a lot, but Selene's bigger and heavier than Afro Thunder so she puts up a good fight. Or would if I wasn't still sticking to my cheese tactics which have yet to be defeated. My goal now is to keep improving my speed until I hit 88mph and can go back in time to a fun boxing game like NES Punch-Out!!.

64 Minutes In

Behold the results of my hubris. You reap what you sow when you start Lance Armstronging all over the place.
Behold the results of my hubris. You reap what you sow when you start Lance Armstronging all over the place.

Many ups and downs in this last segment. First, I fundamentally misunderstood another one of Championship mode's quirks. To start with, your boxer has twenty matches with which to progress to the next, "Silver" tier, which I understood to mean taking part in Prize Fights and Exhibition Fights (the latter requires loading one of your other boxers from the memory card, and I didn't have any others yet) for the cash needed to train until you were confident you could take on the Title Fight and win to be promoted. Instead, you have to take on ten Title Fights and work up the rankings before you can go Silver; this means keeping at least ten of your twenty assigned matches reserved exclusively for these Title Fights without losing a single one. Again, it's just another illogical "fuck you" in a game packed with the things.

At any rate, since I was still earning cash from a constant chain of very easy Title Fights I decided to splurge on the "vitamin" training course which, as I suspected, just instantly granted you some notable stat boosts without having to jump through any mini-game hoops. It also caused the game to freeze up, stuck on the screen you see above. I guess what they say about cheaters never prospering is true, as after I reset the game I'd discovered it hadn't saved any of my progress. Since I was about five minutes away from never playing this again regardless, I took on Arcade mode for a second time and tried out one of those lady boxers, Selene. The uppercut trick didn't work quite as well with her but I managed to squeak out a win and left the game on something resembling a high note. I'm suddenly very glad that the N64 doesn't have too many boxing games if this is the best reviewed one.

How Well Has It Aged?: As Well As Its Ethnic Stereotypes. Nah, it's real bad. Once I started on the road to cheapness I was able to derive a microscopic amount of satisfaction from playing it but there's so many boneheaded design decisions that went into the game, from the way its Championship mode works to how it chose to bind the controls to the admittedly uncooperative N64 controller. Frequently while playing I felt like I was taking crazy pills, rather than some good ol' wholesome game-freezing vitamin pills.

Chance of Switch Online Inclusion: A TKO (Totally (K)not Occurring). Warner Bros. owns the license along with everything else Midway but I imagine they're not going to sign off on bringing a weaker port over to the Switch Online service when they have so many better options, and that's even if Nintendo starts answering their phone calls. Hell, I imagine they'd abstain on getting this out there just so they won't have to pay Michael Buffer any more residuals.

Retro Achievements Earned: N/A.

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. Forsaken 64 (Ep. 31)
  17. Wetrix (Ep. 21)
  18. Harvest Moon 64 (Ep. 15)
  19. Hybrid Heaven (Ep. 12)
  20. Blast Corps (Ep. 4)
  21. Kirby 64: The Crystal Shards (Ep. 2)
  22. Ogre Battle 64: Person of Lordly Caliber (Ep. 4)
  23. Tonic Trouble (Ep. 24)
  24. Densha de Go! 64 (Ep. 29)
  25. Fushigi no Dungeon: Fuurai no Shiren 2 (Ep. 32)
  26. Snowboard Kids (Ep. 16)
  27. Spider-Man (Ep. 8)
  28. Bomberman 64 (Ep. 8)
  29. Jet Force Gemini (Ep. 16)
  30. Shadowgate 64: Trials of the Four Towers (Ep. 7)
  31. Body Harvest (Ep. 28)
  32. Toy Story 2: Buzz Lightyear to the Rescue! (Ep. 29)
  33. 40 Winks (Ep. 31)
  34. Buck Bumble (Ep. 30)
  35. Aidyn Chronicles: The First Mage (Ep. 20)
  36. Conker's Bad Fur Day (Ep. 22)
  37. BattleTanx: Global Assault (Ep. 13)
  38. Hot Wheels Turbo Racing (Ep. 9)
  39. San Francisco Rush 2049 (Ep. 4)
  40. Fighter Destiny 2 (Ep. 6)
  41. Big Mountain 2000 (Ep. 18)
  42. Castlevania: Legacy of Darkness (Ep. 14)
  43. Tetris 64 (Ep. 1)
  44. Milo's Astro Lanes (Ep. 23)
  45. International Track & Field 2000 (Ep. 28)
  46. NBA Live '99 (Ep. 3)
  47. Rampage 2: Universal Tour (Ep. 5)
  48. Command & Conquer (Ep. 17)
  49. International Superstar Soccer '98 (Ep. 23)
  50. South Park Rally (Ep. 2)
  51. Armorines: Project S.W.A.R.M. (Ep. 7)
  52. Eikou no St. Andrews (Ep. 1)
  53. Rally Challenge 2000 (Ep. 10)
  54. Monster Truck Madness 64 (Ep. 11)
  55. F-1 World Grand Prix II (Ep. 3)
  56. F1 Racing Championship (Ep. 2)
  57. Sesame Street: Elmo's Number Journey (Ep. 14)
  58. Wheel of Fortune (Ep. 24)
  59. Mortal Kombat Mythologies: Sub-Zero (Ep. 15)
  60. Mario no Photopi (Ep. 20)
  61. Blues Brothers 2000 (Ep. 12)
  62. Dark Rift (Ep. 25)
  63. Mace: The Dark Age (Ep. 27)
  64. Bio F.R.E.A.K.S. (Ep. 21)
  65. Ready 2 Rumble Boxing (Ep. 32)
  66. 64 Oozumou 2 (Ep. 30)
  67. Madden Football 64 (Ep. 26)
  68. Transformers: Beast Wars Transmetals (Ep. 22)
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