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64 in 64: Episode 38

No Caption Provided

Oh, Fates, why do you hurt your greatest son like this? Sorry to start a new year of 64 in 64 on such a melodramatic note, but if you scroll down a little I'm sure you'll understand. I almost considered adding a content warning for any second-hand empathetic suffering that might ensue. That's right, we're continuing to talent scout old Nintendo 64 tapes ostensibly for the sake of the figurative Noah's Ark that is the Nintendo Switch and its online subscriber library of retro highlights. Are this month's new duo worthy of historical preservation? I feel like I may have already provided a hint.

Anyway, and I swear this is (mostly) unrelated to the random pick this month, but I'm planning for this year's season of 64 in 64 to also be the last. Reason being in part because we're hitting the dregs after covering most of the system's highlights—though I hope to cajole a few more bangers out of the modest N64 library before we're fully through—but also because, for as much as I'll always champion this unfairly-maligned console, I do want to cover other games on other systems in other contexts. Ruts are comfortable, sure, but there's a wide world of gaming both retro and current out there to get all indignant about on the internet. The plan is to continue until November of this year: at this rate of two additions to the ranking table per episode November should see us hit our 100th inclusion and that's as good a milestone on which to wrap things up as any. It'll also be the 48th episode: a lore-important number for 64 in 64 that always heralds the pivotal third acts of these little one-hour dramas. Still, never say never for a comeback, especially if I'm ever reaching for a one-off blog on some quiet month in the future...

Speaking of quiet, nothing kills a party vibe as quickly as recounting the rules:

  • Two games. 64 minutes each. A good one picked by me and a bad one picked by the randomizer tool. It's not actually a rule that it has to pick bad ones for me to play, and yet. And yet.
  • I've broken up the playthrough report into four manageable 16 minute chunks, each with live commentary. This is bookended by a pre-amble and a post-amble about how much the game may or may not suck. I've also determined its odds of appearing on Nintendo Switch Online through a scholastic process I call "making shit up", as well as mentioned any RetroAchievements support it may enjoy.
  • Our ironclad rule is to not touch a game that is presently available on Switch Online already or fated to be added in the near future. Presently, everything previously announced is now on the service. We might hear about more newcomers at the next Direct, but part of me thinks Nintendo's going to focus on GBA or maybe even move onto GameCube. I better start sketching an outline for the GC version of this feature before Minotti beats me to it.

Be sure to consult the table below for prior episodes in case this one didn't produce enough schadenfreude to sustain you:

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

Doom 64 (Pre-Select)

No Caption Provided
  • Midway / Midway (NA/EU) & GameBank (JP)
  • 1997-03-31 (NA), 1997-08-01 (JP), 1997-12-02 (EU)
  • 24th N64 Game Released

History: Doom 64 is a console spin-off of id Software's genre-codifying demonic FPS franchise that was created exclusively for the Nintendo 64 as its own bespoke thing somewhat early in the system's lifespan (pre-GoldenEye, even). In addition to whole new levels and a story that takes place after Final Doom, the game's undergone a visual makeover with all the enemies and weapons given new pre-rendered CG sprite appearances. It also includes a few (then-)modern luxuries, like the dynamic lighting the franchise would polish further with its next big entry Doom 3. Perhaps unsurprisingly, the only significant negative review this game received at the time of its release was from one Mr. Jeff Gerstmann; the man has some very specific preferences, that's for sure.

This would be our tenth featured Midway published game on here, though only the third of those they developed themselves (after Mace: The Dark Age and San Francisco Rush 2049). It's also the first Midway game that was a pre-select rather than a random pick and there may even be more to come soon (what can I say? This is the third season of 64 in 64 and desperation has oh so assuredly set in). We're specifically talking Midway Studios San Diego here: the erstwhile Leland Corporation, a subsidiary of Battletoads-publishers Tradewest (who were also purchased by Midway's owners Williams along with Leland in 1994). They had been previously responsible for Doom and Final Doom for PlayStation and would later develop the N64 Quake port on the strength of their efforts here, which might be worth remembering if I ever find myself in the mood for another blurry boomer shooter that was far from being at its best.

I'll admit to feeling a little weird about featuring this game on here. Of the many id Software/Build engine style FPSes to find their way to the Nintendo's beautiful becurvéd boy Doom 64 was the best of the bunch because it bothered to create an original experience that even established Doom veterans could enjoy as a fresh new foray into the heavy metal world of huge demons and their huge guts, as opposed to the watered-down ports you saw with the others. However, the issue with Doom 64 specifically is that the matter of its potential presence on NSO has already been rendered completely moot: it was recently revamped by Nightdive Studios and that version eventually found its way onto Switch, making the game one of the few N64 ports you can purchase directly for the system instead of just "rent" from Nintendo for a while. Even so, I felt like playing some Doom 64 and, given what the randomizer disgorged onto my shoes this week, I'm grateful to have something not-terrible to cover this month.

16 Minutes In

They laughed when I suggested we needed logging equipment for a Mars base with zero vegetation, but who's laughing now? That's right, it's me, maniacally while holding a chainsaw, like a normal person.
They laughed when I suggested we needed logging equipment for a Mars base with zero vegetation, but who's laughing now? That's right, it's me, maniacally while holding a chainsaw, like a normal person.

Owing to its status as the fourth iterative Doom game rather than one created to be an onboarding point for console newcomers, even the first level—Staging Area—of Doom 64 is on the rough side. For instance, it traps you in a room with multiple demons (the big pink ones) at least twice, the second occasion right after you get the chainsaw so you can understand its utility against melee types like that one. I'm playing on the second-highest difficulty (standard practice for any Doom playthrough) so I wasn't expecting a cakewalk but at the same time I sort of assumed it would be a bit softer on a market as yet untested with the FPS genre. (I say that, but there was a SNES Doom and that wasn't easy either, more so because you couldn't tell what anything was with that resolution.) As a Doom veteran, though, I'm all for anything and everything they want to throw at me even this early on.

Graphically, the game leans closer to the Doom successor Quake with its amount of browns and darker browns replacing the eye-catching RGB of the originals, as well as an overall murkier level of luminosity. I'm not sure I'm wholly sold on the new pre-rendered looks for the enemies, especially up close, but I'm already into the double-pronged chainsaw glow-up. Hopefully I find some of the more welcome additions from Doom II show up soon, in particular the super-shotty. Even with the higher number of foes on the penultimate difficulty, I've not run into any ammo shortages yet: I'm sure that'll change once I start having to rely on rockets and energy weapons more often. One last note: the game throws lots of pink demons at you from the outset, but the imp is treated like a next level opponent as there's only one in the first stage and it shows up to jumpscare you in the final room with the level exit. Did imps always supersede demons in the pecking order? At least these ones look suitably scary: they're still as pointy as ever but also take on a taller, darker, and more alien-like (in the greys sense, rather than the xenomorph sense) appearance. They kinda remind me of Blackheart from the MvC games.

32 Minutes In

Oh, hell yes. Time to settle some arguments.
Oh, hell yes. Time to settle some arguments.

I'm coming around on the game's controls, as odd as they are (on their default setting anyway). As you might expect, the Z-trigger shoots while holding the bumpers lets you strafe; however, the A and B buttons—usually pretty central to any N64 game's controls—are only used to alternate weapons. Instead, the next-most pressed button in any Doom game, which is the one that opens doors and activates switches, is relegated to C-Right. C-Up switches to map mode, which is convenient for finding secrets and buttons/doors you may have overlooked, but I've yet to find a use for the other two C-buttons. If I can strafe and shoot I'm pretty much set; Doom's the type of FPS where aiming isn't really a factor beyond having to center enemies horizontally, making it better suited to this controller layout than most of its ilk.

I'm making... decent enough progress, some ways into the third level now (it's slower-going, but I tend to sweep areas for secrets just in case). It's introduced those tougher transparent blue imps (phantoms?) and plenty of cacodemons but also the super shotgun and rocket launcher, so it's about a wash. I also found an item that retroactively explained the darker environments: light-amplification goggles, which really help the levels become a lot more visible. That it's only a temporary buff is just painful; can't the game look like this all the time? Maybe they weren't as confident in the enemy's new appearances as I thought, so they—like so many nightclubs—chose to make ample use of the obfuscating power of low-light conditions. I'll admit to dying once so far; it does the usual thing of resetting your inventory, which sucks since I managed to find a whole cache of rockets in the second level, but if you enter a stage with barely any health left it's probably not going to go well. Fortunately, every Doom level is built in such a way that you can conquer it with a clean slate—it'll provide everything you'll need, one way or another—so I can roll with the setbacks for now. Maybe I'll be more careful with the boss encounters though; it's a bad time going up against a Baron with just a peashooter.

48 Minutes In

I killed it! I... think? Are all these ceiling lamps just decoration or what?
I killed it! I... think? Are all these ceiling lamps just decoration or what?

Halfway through level 4 now (I'm sure not speedrunning anything on this difficulty) and even though I'm having to squint at all the enemies in the dark—including those near-invisible demons, which are always fun—it's remarkable how much better this game feels to play than any other N64 FPS I've covered on 64 in 64 so far, including Perfect Dark. I guess it's largely because Doom is both timeless and very accessible even with the limited means of the N64 controller (playing most FPSes beyond a certain vintage without two sticks or a mouse/keyboard is simply unpleasant to me now) that it's been able to endure.

Speaking of enduring, I'm now adept enough at the ol' shoulder button shuffle to not have to worry too much about imps and cacos, while making good use of the chaingun to hold melee types like demons and lost souls at bay. It's only a matter of time before the game throws harder stuff my direction but I'm confident enough in my chances. The second-highest difficulty is no slouch though; a single caco shot is enough to drop my HP 25% without armor, so taking four at once would be enough to kill me at full health. Maybe "with an abundance of caution" isn't the right way to play Doom, but I want to repeat as little as possible while I'm limited by a timer.

64 Minutes In

Hmm, which way first? The super armor is tempting, but the trail of viscera leading to it gives me pause.
Hmm, which way first? The super armor is tempting, but the trail of viscera leading to it gives me pause.

Man, forget what I said about them building up to a Baron boss level: the last room of level 4 had three of them clumped together. I suppose they could be the weaker variant (Hell Knights?) but they were sturdy enough for me to resort to the rocket launcher for the first time. Always a little too skittish about the splash damage to rely on rockets too often; of course, in just a few scant years after Doom you were seeing FPSes where people intentionally fired them at their own feet. It's like we all got far too inured to the dangers of wielding heavy ordnance. At any rate, I was halfway through the curiously-designed fifth level—which has eight destinations branching away from you in a star formation as you start—before the final timer sounded. Overall, just the one death so that's something to be proud about, though I didn't find too many secrets either.

Doom's always a great time regardless of the quality of that particular installment/port (it's sort of like pizza in that respect) but I will say that Doom 64 is a smartly-made thing that understands the strengths of the N64 with considerations to its controller and hardware and not one that pulls any punches, berserker-empowered or otherwise, when it comes to giving its audience a challenge. It might've felt a little old-fashioned by 1997—a year that sat equidistant from Quake and Unreal—but I think it dutifully set the stage for GoldenEye 007 and Perfect Dark to follow, if perhaps to a much lesser extent the other id/Build ports. It's one of those rare games I cover here where I wanted to keep playing after the hour was over, though if I do I might restart to make a more earnest attempt at that RA set (or just pick up that Nightdive remaster; it usually goes for peanuts).

How Well Has It Aged?: Probably Better Than Anyone Old Enough to Remember What "SPISPOPD" Means. I'd say it's held up remarkably, with perhaps the exception of the pre-rendered sprites that I still hadn't warmed up to (though I am at least thankful that someone also pre-rendered the dead imp sprite's prominent butthole, as is Doom tradition). I still wouldn't play Doom on anything but keyboard and mouse if I had my druthers but as far as older console FPSes go it certainly wasn't a sluggish struggle the same way something like Armorines was.

Chance of Switch Online Inclusion: IDKFA (I Don't Know; Fuck All?) Chance. So yeah, refer back to what I said at the top. Nightdive and Bethesda put out their remake on everything, including the Switch, so there'd be little point for them to negotiate with Nintendo to add it to the NSO library in its visually weaker, blurrier state. At least, I can't see it being a priority for Nintendo themselves when there's still a few first-party games out there.

Retro Achievements Earned: 5 out of 88. Pretty standard assortment here, including one achievement each for beating a stage, beating it on the hardest difficulty, and finding all its secrets (if any).

Heiwa Pachinko World 64 (Random)

No Caption Provided
  • Shouei / Amtechs
  • 1997-11-28 (JP)
  • =53rd N64 Game Released

History: Heiwa Pachinko World 64 is a pachinko game that, like many developed in this and the previous generation, was not so much meant to be played for fun (because, hey, it's pachinko) but were accurate-ish simulations of actual pachinko machines to help train players for the real thing. Heiwa Corporation is a major presence in the world of the aforementioned ball-interfering pastime and the tables featured in this game are based on their products. If you think it's kinda sketchy that there are video games that simply exist to help you get better at real-life gambling, welcome to the C-tier Japanese game industry circa the mid-'90s: this shit was everywhere.

Developer Shouei's dubious claim to fame is being the team responsible for a great many terrible Fist of the North Star brawler/fighter adaptations for Famicom/Super Famicom, only the second of which ever saw a localization. They'd already been working with Heiwa on the Heiwa Pachinko franchise since the SFC era—this is technically the fourth one, but I guess they skipped ahead a bit with the numeral. Amtechs (or Amtex, as it says in-game) is a bit more of a mystery, since Heiwa Pachinko World is their only credit. From what little I've been able to gather, they're a subsidiary of Heiwa that usually focuses on products of a more serious industrial hardware nature. No clue why they were dragooned into publishing this game on behalf of their owners, but those are the breaks. At any rate, this was the only N64 game either the developer or the publisher were ever attached to.

Sigh. I have a "please, no, god, no" folder of N64 games I strongly don't want to see show up on here, to the extent that I sacrifice a goat to Ba'al every other month to ward them away like they were evil spirits, but I neglected the vast number of Japanese N64 exclusives that would fall under the same category had I done my due diligence in including them. That naturally extends to pachinko in all its fell forms, along with inscrutable shogi and hanafuda sims (I at least know how to play mahjong, so that's off the hook). For the record, the N64 only has two pachinko games—such is my luck that one showed up anyway—with the other being Seta Corp's Pachinko 365 Nichi ("365 Days of Pachinko", so it's cool that someone out there found the nightmare journal I misplaced).

16 Minutes In

Hi, yes, I'll take one box of laundry detergent, a pack of what look like cookies being ridden by a tiny cowboy, and... wait, is that a Discman? Are you even allowed to show Sony consumer electronics in an N64 game?
Hi, yes, I'll take one box of laundry detergent, a pack of what look like cookies being ridden by a tiny cowboy, and... wait, is that a Discman? Are you even allowed to show Sony consumer electronics in an N64 game?

I'm not sure I adequately conveyed how little I want to play a pachinko game for an hour, but I've made my bed and now I have to piss all over it apparently. If you don't know the particulars of playing pachinko or what winning at pachinko entails then... great, we have things in common. Absolutely no clue what I'm doing. The Japanese in the menus is at least surface-level enough that I can navigate them just fine but beyond that all I've been able to do so far is put money into a machine for 125 pachinko balls a pop and then watch helplessly as they all tumble past the pegs and into the abyss below. You can rotate a dial that increases or decreases the strength of the launch—otherwise known as the only control you have over pachinko and even then it's mostly an illusion—but despite aiming for the various little "pockets" on the table there's not been much in the way of big jackpots or really a significant payout of any kind.

What's remarkable is that this game bothered to create an "external" aspect outside the tables, where you're able to walk around a facsimile of a dingy pachinko parlor (absent the overwhelming noise, graciously; instead you just get some jaunty marching music) with four-directional movement like I'm playing some g-d Wizardry. Unfortunately, there's very little you can do in this mode: you can't talk to anyone and you certainly can't, say, turn a corner to find a goblin guarding a chest that has a 5,000 yen bill inside and enough energy drinks to keep you awake as you spend another long day frittering away what little funds your family has while your children go hungry and neglected. That I've been playing this game 16 minutes and am already inventing vivid bleak domestic drama scenarios in my head probably tells you plenty. About this game and me both.

32 Minutes In

2-House-House? Is that worth anything? What does any of this mean?
2-House-House? Is that worth anything? What does any of this mean?

I've found three different machine models so far, despite the fact that in the dungeon-crawler mode every machine looks identical. I'd go into what separates them all but really the only thing that's not identical is the little slot machine in the middle. That's right, this isn't actually a pachinko game: it's pachi-slots, a subtle but significant difference as it involves even more random chance. By dropping balls in the right aperture, you can get one free spin on the pachi-slot in the center, which could win you anywhere between 0 and 0 pachinko balls (from what I've been observing, anyway). Other areas of the table might grant up to five or six new balls, but since the balls drop at around the pace of three per second that's not whole lot of extra pachinko. Evidently there's a way to build up to payouts in the thousands—otherwise, what's the point?—but such a path presently eludes me.

I can actually feel my soul dying as I play this. It's quite the sensation; one almost impossible to describe except I could sense my eyes glazing over and my consciousness enter a disassociated state of being. It might also be because I'm not drinking enough water or I'm squinting too hard at these pins though. Either way, I'm not exactly warming to Heiwa Pachinko World 64 over here. Maybe I'll jog a few more laps around the pachinko parlor again, annoying all the literally faceless people concentrating on their bouncing balls.

48 Minutes In

I am a pilgrim in an unholy land.
I am a pilgrim in an unholy land.

Checking on some mental gauges real quick and it appears I'm running out of steam, patience, fucks to give, and material to talk about, so to address the last of those let's discuss the aesthetics of these three machines. Since I can't read their titles (if they're even displayed anywhere) and we're all about the balls here I've tentatively dubbed them Ligma, Sawcon, and Goblin: Ligma is a pretty straightforward pachi-slots machine with an enlarged central display, so it's clearly not messing around with too many peripheral bells and whistles like its more flippant contemporaries—it knows you're here to gamble, and all that ball and peg jazz only serves to distract from what's truly important in life; the Sawcon machine has a pachi-slot display where ladies cycle between multiple costume changes, up to at least a dozen variants, giving it a coquettish and playful air as it continues to rip you off; finally, the Goblin machine has this cute Pac-Land/Dizzy aesthetic where there's a bunch of anthro pachinko balls in the background going about their lives and the pachi-slots display has LEDs that more closely resemble the old-school pixel art of classic Pac-Man.

The third's my favorite—I was batting around the idea of calling it Pac-Chinko for a while, until I realized that literally translates to "Pac-Man's dick"—though I've been experimenting around to see if there's a machine that's maybe a little worse for wear that I could feasibly cheat at. Not that I'm in any hurry to earn extra pachinko balls but perhaps something, anything, will happen if I collect enough. That could just be my N64 3D platformer mindset inventing things out of whole cloth as it feverishly tries to find some purpose in the 48 minutes we've spent here so far; I'm nigh certain this game has no point to it whatsoever, though.

My mission for the final segment is to see if I can earn enough balls to cash them in for a prize at the counter like they were skeeball tickets. I just hope one of these Japanese detergents they're selling is Mr. Sparkle, though on the whole I'd prefer something a little more exciting like a box of mochi or a fidget spinner or even a BB gun. Or better yet a real gun with a single bullet.

64 Minutes In

What is even going on right now?
What is even going on right now?

I found a fourth machine! This is the most thrilling thing that's ever happened to me. This one, which I guess I'll call Bophides, has a mahjong theme as if to taunt me about the marginally-less annoying experience I could be having elsewhere in the wider world of Japanese-exclusive N64 games. The tiles show up and if three match, then... well, that's kind of minor as far as mahjong goes but here it might mean grabbing more balls than I know what to do with.

While continuing to stare joylessly at all the flashing lights and spinning dials I was able to mentally escape, the ending of Brazil-style, with a thought exercise where I'd imagine all the better uses for the many pachinko balls I was throwing away. Here's a short list:

  • Sticking them up my nose one after the other until it got to the point where it would sound like maracas every time I nodded my head.
  • Place them on every centimeter of floor in my house so I could simply roll to my desired destination (though I would need to workshop the stairs).
  • Use them to trip up the Wet/Sticky Bandits, should I ever fall afoul of the pair.
  • As Fairy Slingshot ammunition to make progress easier in my other headache-inducing N64 playthrough this month.
  • World's Tiniest Ball Pit™.
  • Pretend I was a giant who found some Fushigi balls in the bag of the human I just ate.
  • Make a miniature Newton's cradle for busy office cats on the go.
  • Throw them at cars from the overpass.
  • Throw them at trains from the overpass.
  • Just throw them at people passing by my window; it's too cold out to be walking to overpasses.

And that kept on going for a while until something completely unexpected happened: I actually won a jackpot. At that point, the display changed to a game of strip mahjong with three anime ladies and I managed to keep my streak (so to speak) going until all three were topless. The wildest shit I've ever seen in an officially licensed Nintendo game. I actually thought I might've imagined it while in some sort of horny fugue state until I noticed that my pachinko ball counter had gone up by 2,000: it's truly incredible what the mystical power of anime nudity can accomplish. (I should point out here that they were all covering The Goods with their hands but it's still nutty Shouei managed to get that much past Nintendo's draconian censorship. I guess the odds of winning on that table really were that low if Nintendo's QA department missed it. In fact, going by the rest of the playthrough, they seem to have missed a lot.)

Only question is, will tiny pixel hentai be enough to save this game from the absolute nadir of the ranking table? Ooh, ooh, let's find out, shall we?

How Well Has It Aged?: About As Well As That Sony Discman D-145 in the Pachinko Prize Store. If the randomizer bot ever tries to make me play the other N64 pachinko game I fully intend to quit this feature then and there, several months earlier than the planned end date. This was not a good game and this was not a fun time. Maybe it offers some practical use for degenerate pachinko addicts but I'm not sure that's a strong enough reason for a thing to exist. This is why, even though the parlors are everywhere in Japan, that they've only ever put pachinko in a Yakuza game once: they're just that monotonous and arbitrary. Also it looked like hot trash.

Chance of Switch Online Inclusion: A Snowball's Chance in Hell (Not a Pachinko Ball's Chance in Hell Though, Since They All Go There). To be clear, Nintendo would have to give money to an avaricious, unscrupulous, gambling-enabling pachinko manufacturer to make this game's inclusion on NSO happen. If they were ever prepared to sink that low, they might as well pay Konami instead for all that good, good Ganbare Goemon.

Retro Achievements Earned: N/A. Weird that it's not supported.

Current Ranking

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