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64 in 64: Episode 44

by mento

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Welcome, all, to a cartoonishy violent episode of 64 in 64: a presently-monthly glimpse into the dark recesses of a system celebrated for roughly only 10% of its total library. When we're not embodying Sturgeon's law on this feature we're discussing the viability and longevity of a system that took some of the first, bold steps into 3D gaming, creating a few trailblazing paradigms and a whole lot more "nice try"s. At a time when all the old trends had been reset to account for a new era of polygonal gaming, even the also-rans of the period become fascinating from a historical perspective. What were the new fads? How quickly were all the smaller B-Game outfits able to adapt to them? How often did we get games that simply didn't work at all because no-one really knew what they were doing in this new arena for video game technology? Why are they all leaning so much on the C-buttons, goshdarnit? Anyway, now that we've run out of the better games for the system (or disqualified them for the sake of, gosh, I don't even recall anymore) we're able to acquire a better sense of how the greater game industry had to scramble hard to figure out their role in this new world, gleaned by examining those that attempted to follow furtively in the wake of genius-led pioneers like Super Mario 64 and Ocarina of Time, and that presently feels like the feature's main impetus. That, and watching me suffer.

For this not-particularly-special forty-fourth episode milestone I've made my best effort to track down the original developers for every N64 game and their countries of origin to present a geographical representation of the N64 library. Roughly half the system's games were ports from PlayStation or other platforms and these were often handed to contractors in a mostly thankless role, so I wanted this rundown to reflect the actual source of the games' code rather than the source of the money that made them happen. I also figured we'd see more global coverage that way but, well, turns out the game industry was still relatively insular at the time and especially for consoles where cartridge production made things prohibitively expensive.

For what it's worth, I managed to get my punk ass banned from GameFAQs collecting this information due to some overenthusiastic anti-spam tech of theirs (oh no, fifty to sixty pages checked per hour, how will their bandwidth ever cope?) so I hope this small glimpse into how the N64 was supported around the world ends up being of some interest to you all given what was sacrificed. Man, I sound so much like some self-pitying, disgruntled vet coming home from 'Nam. Do we get to win this time?!

  1. Japan (165, 42.5%): Of no surprise to anyone, the Japanese video game console has a majority of Japanese video games. A big chunk of that comes from Nintendo themselves of course but there's also some major representation from Konami, Hudson, Kemco, HAL Laboratory, and SETA Corporation.
  2. United States (147, 37.9%): Leading right behind is the good ol' US of A. Midway leads the charge for third-party studios but the various subsidiaries of Electronic Arts and Acclaim certainly contributed.
  3. UK (50, 12.9%): Rare's already lauded as the dark horse hero of the N64 but contractor devs Probe Entertainment, Eurocom, and Software Creations are behind many games that could've easily been misattributed to the States were it not for the efforts of GDRI and other researchers.
  4. France (15, 3.9%): You might not be shocked to learn that almost all of these games are affiliated with Ubisoft, Infogrames, or Titus. Yep, including Superman 64.
  5. Canada (8, 2.1%): The newly-minted EA Canada, the erstwhile Distinctive Software, constitutes most of this number. Surprisingly low, honestly. Where are the BioWare ports? You telling me I can't play Baldur's Gate with C-buttons?
  6. Australia (2, 0.5%): Just two from our friends down under, Titanium Studios with their Razor Freestyle Scooter as well as the previously covered South Park Rally from Tantalus.
  7. Unknown (1, 0.3%): I have absolutely no idea where Director's Cut International, the developers of the N64 port of NBA Hangtime, is from. Never safe to guess, even for American sports games.
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Countries might be separated due to language and cultural barriers, but one constant is living by a set of rules. Stupid rules set by jerkasses, usually. Like these:

  • Two N64 games. 64 minutes spent with each. Rundowns every sixteen minutes, bookended with a history lesson and a frank appraisal of its strengths, if any.
  • Like most modern companies that run internet sites, I've delegated half the work to an AI that makes frequent and catastrophic mistakes. Specifically, the work of choosing which games to play. I've yet to reap any benefit from this.
  • We're not permitted to touch anything already in the Nintendo Switch Online N64 "Premium" Expansion Pack tier. If they're in something called a premium tier, then Nintendo's already given them their due respect and my services here are no longer needed. It's not like they're artificially placing more value on N64 games to justify a subscription price hike. Nintendo wouldn't do that. For them, it's not about the mone- sorry, I can't keep going, my hands are getting weak from the lack of irony in my blood.

And, of course, we have to check in on this big, beautiful table of previous episodes. You're filling up quite nicely, aren't you table-san? [Ed. Note: Re-write this later to be less weird.] [Ed. Note 2: Don't forget.]

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-=-

Worms Armageddon (Pre-Select)

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  • Infogrames / Infogrames
  • 1999-12-11 (EU), 2000-03-30 (NA)
  • 289th N64 Game Released

History: Worms was created by Team17 in 1995 to be a tongue-in-cheek take on the old strategy game Artillery, which had players adjusting the trajectory and power of their shots to take down opponents spread across a 2D map with procedurally generated topography. Since then, the series has continued to find popularity both in its native land of the United Kingdom (it has a lot of British humor) and internationally as a sort of evergreen local multiplayer party game in the same league as something like Hudson's Bomberman. Worms Armageddon is the third major iteration of the formula, introducing single-player modes that ably work as a tutorial for the game's expanded arsenal of weaponry and tools like the ninja rope as well as, at least as far as the PC version goes, giving the player far more customization options for their team of annihilating annelids including sound clips and a graphic for the gravestones they leave behind once killed. Naturally, the N64 and the other console versions aren't quite so versatile with the user creation tools but still offer the same fast-paced pass-and-play multiplayer action.

I actually had no idea Infogrames was behind the N64 Worms Armageddon port when I planned this season out around the start of the year. I don't think I would've played two of their games in a row like this otherwise given their reputation as the Acclaim of Europe (well, I guess that's more Ocean Software, but close enough). Check out last month's episode and the rundown for Starshot: Space Circus Fever for more information on the company now known as Atari SA and for an explanation as to why I might be hesitant to play any more of their output.

That said, this is a port rather than an original and the N64 should be able to handle the amount of sprites and visual effects happening at once more than the lackluster 16-bit ports of the original Worms ever could, so I feel like I have reason to be optimistic here. Because of that single-player mode and the hours I may or may not have spent editing South Park and Simpsons .wav clips together in Windows Movie Maker I've probably played more Armageddon than any other version of Worms, so this episode's Pre-Select is purely for me and my proclivities. Here's hoping the port developers didn't screw up things too badly.

16 Minutes In

Worms is a case where having the high ground isn't always beneficial.

The first segment was given over to a Quickstart battle, mostly to familiarize myself with the controls, followed by the creation of my own worm team and then a Deathmatch. Speeding through each of these: the Quickstart just randomly drops you into an even match against a single CPU team in case that's all you felt like doing at the moment, and controls-wise the defaults have the C-buttons move the camera around (that's smart; the C stands for Camera after all), A and B be different types of jump, Z be the fire button for your current weapon, and the R-bumper is what you use to select weapons. Guess which one of those took the longest to find? Otherwise though it's a fairly intuitive control scheme. My one disappointment is that the Control Stick can't be used to fine-tune the targeting trajectory by holding it at the preferred tangent; rather, you press up or down to change the angle one degree at a time, which is how all the prior Worms ports on D-pad-only consoles handled it.

Team creation is very limited as you might surmise given how much storage a cart can hold, with around six-to-eight options each for the tombstone, team flag, and voice pack. You can also choose your team's "secret weapon": one of the rare, powerful weapons that can usually only be acquired through picking up a random crate. It also limits names to eight characters, meaning the "Team Giantbom" I created feels like it's missing something. Finally, the single-player Deathmatch mode is a progressive one: you go up ranks as play it, fighting ever harder configurations of CPU teams. While at the "Absolute Beginner" rank, it's your team of six versus three teams of one giving you an overwhelming advantage. I might push through it to see how soon it can match me up with an opponent that doesn't feel hopelessly condescending, but it's more likely I'll be switching over to the Missions mode before our hour is up here.

32 Minutes In

Sometimes you have to take one for the team in order to take one team out. I swear I'm not picking on Tam today, he just has the worst spawn luck.

Just a couple of Deathmatches this time. You don't automatically rank up after one match so I faced the same small group again in the second round, and since I'd been promoted to "Beginner" there was only one more worm added to the opposing team line-up which put the CPU at a 6 vs. 4 handicap instead of 6 vs. 3. What helps their case though is the fact that they're separated out into three separate teams: that means all three of their teams get a turn for every one of mine, so even with the superior numbers I was often at a tactical disadvantage as any allied worms too close to the enemy groups tended to get piled on. Happy to discover that the ninja rope is still as exploitable as ever even on a N64 gamepad and choosing a Holy Hand Grenade as my team's secret weapon meant a near-guaranteed kill on any worm trapped in a hole.

While I will say the game runs at a fair framerate and only occasionally slows down whenever explosions are happening (which is fine, since it's more cinematic that way) the image quality is kind of poor. I should probably have a better technical idea as to why 2D graphics traditionally don't look so hot on N64 after so many of these blogs but I've never been a tech-minded type. The system was built for polygonal gaming and appears reluctant to deal with purely 2D affairs like this, unlike Saturn and PlayStation which anticipated a mixture of both (and for Saturn especially, pixels seemed more than the norm than polygons). Outside of some fuzziness though there's nothing particularly dire about the game's presentation and, as I've stated before, the controls are intuitive enough given this is a PC-to-N64 port.

48 Minutes In

Sir, yes sir, when do I get to use a minigun, sir?

To begin the Missions you must pass basic training, which is simply a series of challenges that tasks you with using a single weapon or tool to destroy all the targets within the allotted time. You typically only have the one worm with 1HP so any horsing around is likely to get you killed and fail the training. What's surprising is that there's actually quite a lot of these basic training maps and they get progressively more involved: the last challenge I needed to complete to get the above silver medal was to toss grenades with perfect accuracy at five targets, one of which required an oblique lob over some interposing terrain and the last requiring that I throw a grenade almost (but not exactly, for obvious reasons) straight up. Others have involved the unique properties of the bazooka, namely that they're affected by wind (but the grenades aren't, oddly) and that if you fire them at the sea while at sea level they'll actually skip across like a stone, and how the ninja rope can be applied multiple times in one turn as long as you don't touch the ground at any point. I'd forgotten about a few of these techniques but most of them came rushing back almost as soon as I was dropped onto the map and tasked to figure out what to do.

I recall the missions tended to balance the usual efficient killing of a regular deathmatch with the clever techniques tutorialized by these basic training missions, as they'd often give you a very limited amount of weaponry and tasked you with on-site procurement (a concept well known to agent Solid Snake, snakes being somewhat similar to worms) in order to carry out whatever the mission objective might be. I'm actually thinking of just sticking to the basic training some more until I get hit with a truly nightmarish assignment: hard to argue this counts as "basic" any more.

64 Minutes In

There's nothing super about being damn near uncontrollable.

Well, strangely enough the basic training ended with that silver medal, but then a bunch of others opened up that were really more like mini-games that kept going until you ran out of time. In order to keep going, you had to run around collecting crates that added a few more seconds to the clock apiece. One of these, the Super Sheep stage seen above, highlighted a significant issue of absurdly high controller cursor sensitivity that I couldn't be sure wasn't part of the original game. To some extent, since the Super Sheep can go practically anywhere—you're only truly safe from it if you're underneath cover or have buried yourself Dark Side-style in the geometry—it needed to be somewhat awkward to control, but I don't recall it turning 360 degrees at the merest tap of the mouse like it does here with the Control Stick. A minor thing that probably escaped the testers, perhaps, or it's possible the port developers Infogrames figured they ought to nerf an overpowered weapon.

Speaking of sensitivity, I didn't notice it at first but one of the voice packs is "Kamikaze", which gives all the worms very exaggerated Japanese accents which doesn't seem like it'd fly very far in today's society (much like the kamikaze pilots themselves, I suppose). Thankfully, this still only makes Worms Armageddon the second most racist anti-Asian N64 game: Bio FREAKS still has that crown due to one of its characters being named after a slur for Korean and Vietnamese people. Kind of audacious to stick this voice pack in a game made for a console manufactured by the country you're mocking. Probably for the best it didn't get localized over there.

How Well Has It Aged?: As Well As the Schoolyard Theory that Chopping an Earthworm in Half Creates Two Earthworms. Besides the racist voice pack? Not too bad, honestly. It's still the same Worms game you'd recognize and it definitely managed to endure the consolification process far better than its earlier peers. That said, you really have no reason to opt for this compromised port over the original PC version given the significant amount of extra content and customization options available in the latter. It ably serves as a party game better than some others on the system, including certain games with Party right there in the title, but you're still missing out on so much. Still, of all the games on the N64 that feature worms firing guns I'd definitely go for these guys over the one in the powersuit.

Chance of Switch Online Inclusion: It's Not Worming Its Way Onto NSO. I sincerely doubt this port will get on there given you can just buy the modern sequel Worms W.M.D on Switch directly. Still, if Nintendo ever decides that the N64 NSO library could use more pass-and-play multiplayer games suited for online gaming this has to be close to the top of the list of possibilities, and I bet the still-extant Team17 would be perfectly fine signing off on it. Atari SA too, if someone offered them any amount of money. You think the inventors of the Atari Speaker Hat are going to be picky?

Retro Achievements Earned: N/A. (However, it looks like the PlayStation version of Worms Armageddon has achievements so much of the work has been done already and it might only be a matter of time. Well, if anyone was asking for them.)

The Powerpuff Girls: Chemical X-Traction (Random)

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History: Chemical X-Traction sees Cartoon Network's own The Powerpuff Girls, a.k.a. We Have Magic Knight Rayearth at Home, take on many of their recurring antagonists like Mojo Jojo and Fuzzy Lumpkins in this one-on-one 3D arena fighter. As the pink Blossom, the blue Bubbles, or the green Buttercup, the player must fight through a series of villains to recover Chemical X, the mysterious substance that originally gave the girls their powers which has now been stolen after it was accidentally used as a pie ingredient. The game was simultaneously released on the PlayStation and is the fourth game based on the license, with the previous three all being Game Boy Color games.

VIS Entertainment was a Scottish game studio founded by some former DMA Design people (what would become Rockstar North, another Scottish gaming powerhouse) that is probably best known for developing Rockstar's State of Emergency and THQ's Evil Dead: A Fistful of Boomstick. They produced a total of three N64 games and if I were to tell you this licensed brawler looks to be the most promising of the trio that probably says all I need to. Coincidentally, one of the others is actually Earthworm Jim 3D, meaning we were this close to an annelid sweep this month. BAM, meanwhile, were the American publishers that worked closely with Cartoon Network on many of their game adaptations; they eventually acquired VIS Entertainment when it struggled with funding but couldn't save it nor themselves, with both going into bankruptcy in 2005. Chemical X-Traction was BAM's only N64 game.

So... right. A Powerpuff Girls game. I liked the show, more so than Rugrats from last month's 64 in 64 episode at least, but if you recall the last time I had to play a 3D arena fighter based on an animated property it was Transformers: Beast Wars Transmetals which sat at the bottom of our rankings here for the longest time. I'm not the most optimistic about this random selection, in other words, but as long as I keep avoiding sports I suppose I should count my blessings.

16 Minutes In

Such glamorous locations like... the dump. Also, on the right there, is that Jeff Gerstmann from LackingSaint's 'do you want to ride the rollercoaster' animation?

Whaaaaaat in the fair green city of Townsville even is this garbage? If you saw "arena fighter" and wondered if this was going to be Super Smash Bros. adjacent given the console then, no, think of the other big arena fighter from back then. The one where if you collect three of a certain object, sometimes having to bash them out of the other player first, then you get an overwhelming advantage that'll let you pound your opponents into the dust. You know, that game with the stones that power you up? Take that idea, then combine it with a CPU that does nothing but pick up and throw constantly-spawning trash at you so you can barely move. Then, for fairness' sake, give the player a homing flying kick move that they can spam over and over to win any match in seconds regardless of difficulty. I've been coasting through the single-player story mode and I estimate I'm over halfway done with it: the only way I'm going to be able to stretch this out for a full hour is if I either stop using the Dave Lang tried-and-tested divekick strategy (not a chance; I like winning) or I aim for the full RetroAchievement set.

For an idea of the game's flow, you pick any one of the three Powerpuff Girls and then sequentially take down the show villains Big Billy, Sedusa, Princess Morbucks, Fuzzy Lumpkins, Ace, and Mojo Jojo. Presumably we'll get some special final boss showdown after all three girls have each conquered the bad guy roster as there's a conspicuous absence in this villain line-up. There's really not a whole lot more to the game than that: I suspect the focus was on the local multiplayer, though if that were the case they really could've extended this to four players. After all, a certain Dreamcast arena fighter I may have already tacitly mentioned had four-player support, so what gives?

32 Minutes In

I've always been curious what HIM's pronouns are. Feels like it's not as obvious as it first appears.

As predicted, HIM is the actual final boss of the story mode and becomes available for all three of the Powerpuff Girls to fight once their routes are completed. You only need to defeat HIM once with any Powerpuff Girl to unlock HIM and HIS stage for multiplayer, though there's RetroAchievements for all three match-ups. Since I managed to do that and effectively complete the whole game in less than half an hour I've been trying out the Simulator mode, which is your typical single-battle Versus mode. This is where you can play as any of the villains you've unlocked too, however there's very little to distinguish any given fighter from the others in this game. The only differentiator is the super move you get when you've collected three vials of Chemical X: the Powerpuff Girls have a laser eyebeam (Mojo Jojo and HIM also have lasers) while the others tend to be more status effect stuff, like Sedusa's hair gel that will stick you in place or Fuzzy Lumpkins's "confusion" attack. Chances of holding onto all three Chemical X vials for longer than a nanosecond are very slim given how the CPU strategy always boils down to "pick up and throw shit at the player whenever an object spawns". It's a good strategy, I can't even be mad at it.

So. Here we are. Two segments in and I've already seen everything the game has to offer. It looks like I'm going to have to resort to a full RA sweep instead: the remaining ones all involve using each villain's super move, which means collecting three vials of Chemical X and hoping for the best that I can hold onto them long enough to activate the super. I should probably test some of these stages to see which has the fewest amount of junk items within reach of where the CPU starts. Pray for Mojo (Jojo).

48 Minutes In

Have to say, there aren't too many fighters out there brave enough to have stages set in a kindergarten classroom.

Gotta hand it to the achievement writers, they figured out how to make this game go from hopelessly easy to psychotically difficult. The CPU, regardless of what difficulty you stick it on, is absolutely relentless with its thrown objects to the point where you almost have to resort to the flying jump kick spam to beat the game normally. Picking up objects and throwing them yourself requires hitting the C-Down button (took a while to find that) and then you can power up your throw by holding down the attack button, but the CPU can pick up, aim, and toss items almost instantaneously somehow. Tossed items also have a slight homing effect as well as an enormous hitbox so actually avoiding them isn't really feasible either. Best bet is to keep picking up the vials that pop out of you with every hit and then press the advantage when the next item to throw at your face like a disgruntled spouse spawns far enough away from the enemy to keep them distracted for a moment. It's genuinely the opponent's only strat, at least until they have all three vials and can hit you with their own super, at which point you're already close to death regardless.

I've managed to successfully activate four of the villain supers and get their related achievements. It's not enough that you're able to hold onto those vials to fire it off, it also has to defeat the opponent to end the round. This isn't something I would normally choose to do with my leisure time, don't get me wrong, but I'm all out of ideas as to how to spend the remainder of our minutes here. I'll be sure to keep you updated on all the thrilling object evasion to come.

64 Minutes In

Oh, you did not just throw that armchair at me you little minx. Also, how long has Blossom been a blonde?

I discovered my new favorite thing to do in this game after reaching a point of apoplexic enervation with the amount of garbage launched in my direction: if you press the C-Down button, used to pick up objects, just as a thrown object gets close to you you can pluck it out of the air and throw it right back Ganondorf Tennis style. The CPU likes to do this too, provided it doesn't already have another object in its hands ready to yeet unerringly towards you, and so you can sometimes get into a little volley with the same sofa or desk or potted plant on a good day. Not a big deal but something I could see a couple of very bored kids who only had this game to play over the weekend after a misjudged rental from the local Blockbuster Video turning into a little side game to see how long they could throw the same item back and forth. A game where you have to create your own fun doesn't sound too hot—isn't that the designers' job?—but it can make it endearing and give it a personal, nostalgic touch.

Pretty much following the plan outlined above, I spent this last sixteen minute block completing the rest of the outstanding Retro Achievements and then just... spent the last few minutes jamming out to the Powerpuff Girls theme, which also happens to be the only piece of music this game has. You know, I don't necessary enjoy ragging on bad games especially those that clearly had strict deadlines to adhere to but, man, it just feels like the absolute barest amount of what was needed to qualify as a video game went into producing this and even its moderately tough RA set—which required beating the story mode with all three characters on the Hard difficulty—couldn't meaningfully extend the meager amount of content on offer. The only thing that really saves it is that I kinda like Power Stone enough to tolerate something like this with a fraction of its appeal. It sounds like the PlayStation version has cutscenes at least (this one does not, just walls of badly formatted text) so that'd be the one to go for. In the same sense that if you absolutely had to play Mortal Kombat Mythologies: Sub-Zero, you might as well pick the one with the FMVs with the wonderfully hammy actors. Some small balm for the torture you're otherwise putting yourself through.

How Well Has It Aged?: As Well As That Weird Fascination with '60s Aesthetics that '90s Cartoons Had. The world is full of disposable licensed games based on kids' shows and The Powerpuff Girls: Chemical X-Traction is absolutely one of those. That it took Power Stone as a base rather than any generic platformer or belt-scroller earns a point in its favor but it's merely a super barebones shade of Capcom's beloved chaos sims with some Powerpuff characters thrown in. Ugh, I think I'm going to try to avoid the word "thrown" for a while.

Chance of Switch Online Inclusion: About as Likely as that Edgy Live-Action Sequel Series Ever Happening. The only way Nintendo and the related parties are going to re-license a game based on an external intellectual property is if that game was good in the first place. Otherwise it seems like too much effort and cash for not enough return investment. However, I could see Warner Bros. announcing its addition to NSO with a lot of fanfare and then cancelling it the day before it was due to arrive because gazing upon the teary-eyed, disappointed faces of CN and WB fans is the only way David Zaslav can finish.

Retro Achievements Earned: 32 of 32. There you go, our first full sweep on 64 in 64 since Sesame Street: Elmo's Number Journey. Congrats to all involved /s.

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. Worms Armageddon (Ep. 44)
  17. The New Tetris (Ep. 42)
  18. Super Smash Bros. (Ep. 25)
  19. Mega Man 64 (Ep. 18)
  20. Bomberman 64: The Second Attack! (Ep. 41)
  21. Star Wars: Rogue Squadron (Ep. 42)
  22. Forsaken 64 (Ep. 31)
  23. Wetrix (Ep. 21)
  24. Harvest Moon 64 (Ep. 15)
  25. Bust-A-Move '99 (Ep. 40)
  26. Hybrid Heaven (Ep. 12)
  27. Blast Corps (Ep. 4)
  28. Kirby 64: The Crystal Shards (Ep. 2)
  29. Ogre Battle 64: Person of Lordly Caliber (Ep. 4)
  30. Tonic Trouble (Ep. 24)
  31. Densha de Go! 64 (Ep. 29)
  32. Fushigi no Dungeon: Fuurai no Shiren 2 (Ep. 32)
  33. Snowboard Kids (Ep. 16)
  34. Spider-Man (Ep. 8)
  35. Bomberman 64 (Ep. 8)
  36. Jet Force Gemini (Ep. 16)
  37. Mickey's Speedway USA (Ep. 37)
  38. Shadowgate 64: Trials of the Four Towers (Ep. 7)
  39. Body Harvest (Ep. 28)
  40. Star Wars: Shadows of the Empire (Ep. 33)
  41. Gauntlet Legends (Ep. 39)
  42. Toy Story 2: Buzz Lightyear to the Rescue! (Ep. 29)
  43. 40 Winks (Ep. 31)
  44. Buck Bumble (Ep. 30)
  45. Aidyn Chronicles: The First Mage (Ep. 20)
  46. Midway's Greatest Arcade Hits Vol. 1 (Ep. 39)
  47. Conker's Bad Fur Day (Ep. 22)
  48. Gex 64: Enter the Gecko (Ep. 33)
  49. BattleTanx: Global Assault (Ep. 13)
  50. Last Legion UX (Ep. 36)
  51. Hot Wheels Turbo Racing (Ep. 9)
  52. Cruis'n Exotica (Ep. 37)
  53. San Francisco Rush 2049 (Ep. 4)
  54. Iggy's Reckin' Balls (Ep. 35)
  55. Rugrats: Scavenger Hunt (Ep. 43)
  56. Fighter Destiny 2 (Ep. 6)
  57. Charlie Blast's Territory (Ep. 36)
  58. Big Mountain 2000 (Ep. 18)
  59. Nushi Tsuri 64: Shiokaze ni Notte (Ep. 35)
  60. Castlevania: Legacy of Darkness (Ep. 14)
  61. Tetris 64 (Ep. 1)
  62. Mahjong Hourouki Classic (Ep. 34)
  63. Mahjong 64 (Ep. 41)
  64. Milo's Astro Lanes (Ep. 23)
  65. International Track & Field 2000 (Ep. 28)
  66. NBA Live '99 (Ep. 3)
  67. Rampage 2: Universal Tour (Ep. 5)
  68. Command & Conquer (Ep. 17)
  69. International Superstar Soccer '98 (Ep. 23)
  70. Starshot: Space Circus Fever (Ep. 43)
  71. The Powerpuff Girls: Chemical X-Traction (Ep. 44)
  72. South Park Rally (Ep. 2)
  73. Armorines: Project S.W.A.R.M. (Ep. 7)
  74. Eikou no St. Andrews (Ep. 1)
  75. Rally Challenge 2000 (Ep. 10)
  76. Monster Truck Madness 64 (Ep. 11)
  77. F-1 World Grand Prix II (Ep. 3)
  78. F1 Racing Championship (Ep. 2)
  79. Sesame Street: Elmo's Number Journey (Ep. 14)
  80. Wheel of Fortune (Ep. 24)
  81. Mortal Kombat Mythologies: Sub-Zero (Ep. 15)
  82. Yakouchuu II: Satsujin Kouro (Ep. 40)
  83. Mario no Photopi (Ep. 20)
  84. Blues Brothers 2000 (Ep. 12)
  85. Dark Rift (Ep. 25)
  86. Mace: The Dark Age (Ep. 27)
  87. Bio F.R.E.A.K.S. (Ep. 21)
  88. Ready 2 Rumble Boxing (Ep. 32)
  89. 64 Oozumou 2 (Ep. 30)
  90. Madden Football 64 (Ep. 26)
  91. Transformers: Beast Wars Transmetals (Ep. 22)
  92. Heiwa Pachinko World 64 (Ep. 38)