64 in 64: Episode 45
by mento

Welcome back to the stage of history (ooh, maybe I should save that for my Dreamcast feature?) as we take on a couple of Nintendo 64 games that, actually, aren't technically history since they were never officially released. That's right, it's Prototype Month here on 64 in 64 as we apparently get ever more desperate to find notable games to talk about. OK, no, my reasons are a little more invested than that: the N64 saw a few games inch close to being fully complete but were nonetheless kiboshed by one mishap or another, and I'm always curious about what may have been. That the random pick was also an unfinished prototype is pure coincidence: that AI does like to screw with my programming plans after all.
Speaking of games that never happened, I can't help but wonder sometimes if the N64 had managed to stick around long enough what other SNES properties would attempt their 3D debuts on the platform. We only have to look at the original Super Smash Bros. to have a clear idea of what a N64 Metroid game might've looked like and all we have of the original Mother 3 build for N64 are a few blurry screenshots of Flint looking very Play-Doh-y. What would a 3D Balloon Fight or Ice Climber have looked like, going deeper into the Nintendo weeds for inspiration? Sometimes I wish humanity could discover a way to access the internets of parallel dimensions just so we could see all these paths not travelled, playing a Wario Land 64 ROM while the Tom Selleck version of Raiders of the Lost Ark streams on a TV in the background. Pfft, like I don't already have enough of a backlog without adding bizarro versions of everything found across the multiverse. Tell you what, I'll figure out immortality or hyperbolic time chambers first and then work on downloading entire petabytes of illegal media torrents from alternative universes. I'm sure I can figure all that out over a weekend or something.
Anyway, when I'm not on one of my incoherent rambling tears I like to create blogging features that have a bunch of arbitrary rules just in case I end up enjoying myself too much. These are they:
- Every episode of 64 in 64 has two N64 games which are played for 64 minutes each. Has anyone ever remarked on how ironic it was that Square ditched working with Nintendo the moment they created a console with a square number in its name?
- I picked one of these games. The other was chosen for me against my best wishes. Well, at least it feels that way sometimes. Truth is, when you give a random picker app a list of almost nothing but bad choices, a bad choice is usually what you'll get back. I'm no statistician though. Well, nine times out of ten I'm not.
- Each game is accompanied by a historical preface, a four-part playthrough journal, a brutally frank analysis of its ongoing longevity, a not-particularly-learned explanation of how likely it is that it gets added to the mostly defunct retro gaming library of the Switch Online service, and an extra heads up for any RetroAchievement fans out there. If there's extra yapping to be done I'm-a do it.
- I'll say this one more time for the people in the back: Guys, you don't have to be so distant, there's plenty of room up front, almost nobody comes to these things. Oh, and also we don't do games already on the NSO service because they don't need the shout outs. We're all about the underdogs here.
And now, to paraphrase James Hetfield, here is the table:
Viewpoint 2064 (Pre-Select)

History: The original Viewpoint is an isometric shoot 'em up that was released in arcades by Sammy and SNK (the developer and publisher, respectively) in 1992 as a spiritual sequel to Sega's 1981 hit Zaxxon. As with that game, the player moves through a scrolling hallway at a diagonal angle, raising and lowering their aircraft to avoid the enemies and obstacles they can't just shoot down. The player could use the aircraft's shadow to judge how close they were to the ground as well as those of flying enemies. Viewpoint was eventually given a few enhanced ports for 16-bit systems in the mid-'90s including the FM Towns, Neo Geo, Sharp X68k, and the Sega Genesis (so that means I'll be encountering it again on the Mega Archive before too long). After those, it received a bigger enhancement for its debut on PlayStation and Saturn: Viewpoint 2064 was built to be a N64-specific (hence the numeral) sequel to those ports that traded the isometric angle for a fully 3D Z-axis perspective like Star Fox 64, but Sammy was unable to release the prototype in time. It's not clear why it never saw the light of day but some sources suggest the finished product would've arrived too late in the system's lifespan and thus would've had trouble competing with the newer and better-looking games on the Dreamcast and PlayStation 2.
Sammy Corporation began operations in 1975 and while it was expressly founded to create video games it was one of those developers that, I suspect, always felt more at home doing something else. In their case, mechanical pachinko and pachi-slot cabinets brought them greater success than their early arcade games, dividing their interests between the sunk costs into their original stated purpose and this new industry that was proving to be more lucrative. A merger with Sega in 2004 created a solution to this problem, allowing Sega to focus on games including Sammy's back-catalog while Sammy themselves took over the pachi-slot side of things. Viewpoint 2064 would've been the only N64 game Sammy was attached to, had it been released. Racdym (later known as Racjin) meanwhile was already well-versed with the system, having worked with Atlus on the Snowboard Kids series and with Hudson on a Japan-exclusive Bomberman 64 that, unlike the 3D games we saw, tried to return the series back to the 2D bombathons of the 16-bit era. (I'll always know them best for their DRPG homage Wizardry: Tale of the Forsaken Land on PlayStation 2.)
This choice came about from wanting to see more of the N64's dark, undiscovered history of (mostly) complete but unreleased prototypes. When planning this feature I'd added twelve of these to my original list to bump up the total number from the 388 that officially released on the console to a nice even 400, though before this month the only time the randomizer took an interest was in Episode 31 with Eurocom's 3D platformer 40 Winks. All that said, we have to keep in mind that this game is in an incomplete state and to therefore keep expectations in check. I'm also not the biggest shoot 'em up fan but I did play a considerable amount of Star Fox 64 (or Lylat Wars, as I knew it) back then and this game resembles it quite a bit. I'm guessing it won't be quite as impressive but it's always intriguing to explore what could've been.
16 Minutes In
Oh shoot, this is actually a whole lot of fun. Man, I don't know what I was expecting but I tend to get pessimistic quick with this feature more often than not—or rather, when playing those games that I'm not already familiar with—and I had extra reason to be skeptical this time given this was an unfinished prototype. But, yeah, very reminiscent of Star Fox 64 with not quite the same level of cinematic ambition but a certain amount of old-school shoot 'em up knowhow to compensate. Far as I can tell your vertical placement is always fixed but you have free reign to move around the width and depth of a small region which becomes necessary to evade enemy projectiles (important for bosses, since they produce a lot of them). You have power-ups that increase your damage output, as do options which come in three different flavors for you to alternate once you have all of them, and a pretty generous amount of "shield" with which to tank hits though I didn't see too many refills while playing (more on that in a moment). Last, the most important feature from Star Fox 64 (and similar Z-Axis shoot 'em ups such as Sega's Panzer Dragoon) is carried over here: the lock-on shot. You can pick up to eight targets to shoot simultaneously just by dragging the attack cursor across them and it's often the only way to target enemies that are above or below you.
For this first segment I managed to complete the first two areas and am now onto the fifth. The way that works is that it uses the same branching paths approach as Star Fox 64 (and earlier shmups like Darius) so you'll end up skipping stages here and there as you pick out your own route. The first area was a subterranean military base that ended with a fight against a massive spider (all the bosses are insects, or an insect-adjacent arachnid in this case). The second area had us flying over the peaks of an Earth-like world with a flying praying mantis at the end—that guy messed me up good; I barely scraped through—and I'm a few moments into the fifth area which has me skimming over the top of a massive ocean full of barely visible ruins beneath the surface. I'm rocking a decent amount of firepower so most of the small fry haven't been an issue, but you really have to stay on your toes for those boss fights. I suspect the generous shield health is balanced by the fact that if I ever get shot down that's going to be it for the entire run, so I'm going to try to avoid that as best I can.
32 Minutes In
Progress report: I beat the fifth and ninth stages, though the levels themselves are introduced as "stage 1, stage 2, etc." so I'm not quite sure how their numbering system works. Maybe the route you take through these stages determines the type of enemy formations you face? Or perhaps by going the long way around you end up cutting a future level in half to make it easier on yourself? It looks like I might getting close to the end here, so I'll be sure to jump back in and try a different route to see what changes: I've been going left on every occasion so far or at least whenever a left path is available, so I'll just pull a McConaughey and just go all right all right all right next time. Stage 5 ended with a fight against an enormous dragonfly, my toughest fight yet due to all the lasers involved, and that brought us to Stage 9 which culminated in a fight against Mothra. Stage 9 was kinda cool because it was another dark base like Stage 1 but it started with a fixed perspective run through some spinning traps that you could slow down or speed up by shooting at them: the fixed perspective was the isometric angled one the original game used, as a nice little nod. This next level, which was Stage 13 on the route decision screen, looks to be more like a natural underground cave and the final level so I can only imagine it'll be some enormous earthworm or something.
There's still some elements of this game I'm not so clear about, though tinkering around with the buttons did let me discover an alternative mode for the options—which is, you can send them to sit in front of you and while that stops you from firing it also blocks enemy projectiles from that direction (though they can still get past the options from the sides)—but others have been less obvious. For instance, I know there's a function to switch what set of options I have out but I can't find it: I'm thinking it must be a combination of button presses because I've accidentally done it a few times already. Another is that there's traps that appear to be one of the features the game couldn't implement properly in time: most can be blown apart before you hit them, but a few were immune to my firepower but also didn't hurt me when I collided with them suggesting they were still just dummies. Last, the score tally results screen after each stage indicates that there are "invisible items" lying around but I haven't managed to find a single secret yet. That might explain why shield refills have been so light on the ground: I guess I had to shoot around to activate an invisible item block or something. The few enemies that carry items (refills, options, or increased power to the main weapon) tend to be a slightly different color so they're much easier to spot at least. The issue here, of course, is that I have no idea what's been fully implemented and what was still in its incomplete mid-development phase but fortunately the game's been stable enough so far.
48 Minutes In
It turns out the game does have extra lives (you can see them at the top right corner, I guess I was too focused on all the action) but I'm rapidly burning through them fighting this final boss: a rhinoceros beetle (I mean, if it's a Japanese game, what else would it be?). Losing a life kicks you back to the mid-point of the stage, usually just after a mini-boss encounter, and so I've not had to gain back too much lost ground. It has meant that I've spent this entire segment stuck in the same place but a 16 minutes roadblock ain't exactly Waiting for Godot. I suspect the thing with the options is if you collect one it'll switch to that: the fact that both types of option I've found (there's a room for a third but I never found it; maybe not in the prototype?) just sit on my GUI makes me think there should be a way to alternate them though.
Well, either I successfully beat the final boss this time or it's game over. Either way, I should have enough gas in the tank left in the final segment to try those other routes at least once. Curious if they lead to completely different levels or just remixes of those I've already seen: like I said, Viewpoint 2064 has nowhere near the scope (or the budget, I'd wager) of Star Fox 64 so it's not like it'll decide to kick back with an elaborate Independence Day homage dogfight or warp shortcuts that take us through surreal meta-space. That it's functional at all as a shoot 'em up is enough of a minor coup.
64 Minutes In
The last fight with that giant beetle took a dark turn after it pulled off its ultimate attack: glitching the heck out and disappearing. Fortunately, the pause menu offered a restart option which simply reset you back to the checkpoint without losing a life: presumably it was left in there as a debug thing while the game was being worked on, since that seems a little prone to player exploitation. Speaking of debugging, I squashed that giant pointy jerk and reached the end of the game. The ending cinematic, well, how can I even describe it? "Missing". There we go. Managed it in just a single word even, dang. Yeah, they hadn't finished that part of the game yet. Still, I was victorious in spirit: a black screen meant there were no giant alien insects left to invade us, right? As promised, I rebooted and completed the first course to see what the alternative paths were like: instead of the mountaintops like in the previous second stage, I was instead flying through the "Forest of Gene" (Stage 3, and I hope Gene doesn't mind me trespassing) which looked to have some annoying enemies that sneak up on you from behind.
That's Viewpoint 2064, or however much of it Racdym was able to finish. Honestly? I had a great time with this shoot 'em up, even if it (ironically for a Z-axis shooter) lacked a lot of depth. I'm sure with all the features and accoutrements they had planned for it they'd have polished it up to be a little more substantial. The game's use of environmental traps to weave between while also dealing with enemies flying in made for a fun wrinkle, albeit still a very Star Foxy one, and presentation-wise it was decent enough for the state it was in. I particularly liked that they brought back the Darius boss warning: one of my favorite recurring bits in any shoot 'em up. I can't exactly chalk this up as another 64 in 64 win for multiple reasons but beating that final boss after a bit of difficulty was definitely satisfying. Boy, it's going to sting for all those fully finished retail N64 games on my ranking list who will be sitting beneath this prototype.
How Well Has It Aged?: We'll Find Out When We Hit 2064 for Real. It's odd we didn't see more tunnel shooters like this after Star Fox 64 but maybe everyone was rightly scared about trying to compete with Nintendo on their own home turf. Probably the reason we didn't see too many Legend of Zelda copycats either, the occasional Mystical Ninja aside. I think if Sammy had allowed this game to finish its dev cycle it could've enjoyed some modest success even with all the comparisons: you'd have to account for a certain amount of simplicity for any reboot of an older arcade franchise (previous 64 in 64 candidate Gauntlet Legends, for instance) and accept that it probably won't be as feature-rich as any game specifically made for consoles, but Viewpoint 2064 is (or would've been) some uncomplicated bug-shootin' fun.
Chance of Switch Online Inclusion: Gnat a Chance. It never came out so no-one has any nostalgia for it and Sega's not going to apply the necessary finishing touches for Nintendo's sake given all the other irons they have in the fire right now. That said, though, I bet the Nintendo Direct promotion squad could draw some interest in a new addition to the Switch Online library that you cannot (legally) play anywhere else, even if you're a retro game collector. It'd also be something to boot up a N64 game with a Sega logo: at the time they were still hoping the Saturn was going to bury it, after all.
Retro Achievements Earned: N/A. (RA does have a few sets for N64 prototypes, just not this one.)
O.D.T. - Escape... Or Die Trying (Random)

History: O.D.T. - Escape... Or Die Trying is a 3D action-adventure title that UK publishers Psygnosis developed through their future French subsidiary FDI ("Froggies Did It") and released on the PlayStation and PCs back in 1998. In fact, it's still available to buy on Steam as of writing: buying it gets you both the PC and PS1 versions, though I'm unsure about the N64 version. FDI started work on this N64 port but didn't quite manage to finish it before they were sold off to Infogrames—who has a credit in-game, though I'm not sure how much influence they had over it—as part of Sony's restructuring of the Psygnosis brand (which was eventually made defunct when they became SCE Studio Liverpool instead), with any ongoing projects scrapped in the process. O.D.T.'s steampunk-ified story concerns the crew of a rigid airship that was making an important delivery of a magical pearl that could cure a zombie-like epidemic. However, they find themselves crashlanding in the midst of that same outbreak and are forced into a battle for survival as they recover the parts needed to fix up their ship. Already stylistically similar to The Bitmap Brothers's top-down shooter The Chaos Engine, O.D.T. is like that game also in how it features a cast of eccentric characters with different weaponry and stat distributions to choose between, including a couple of unlockable secret characters.
FDI would later become Psygnosis France but only for a short while before they were sold to Infogrames and absorbed into the amorphous gelatinous mass that the future Atari SA had become around that time (not literally though; I think I would've heard about a giant blob devouring half of Lyon). By the time this game would've come out neither FDI or Psygnosis would exist any more, at least in their previous forms. Psygnosis had already made a big impression on PlayStation at this time thanks to the WipEout franchise, but one of those (WipEout 64) did see its way onto the N64. That game would be the only one the studio would ever release on N64 but they apparently had another game in the works called Moon Jelly. (Also, while they didn't work on the port, Destruction Derby 64 was made under license from Psygnosis, the IP owners.)
Yeah, this was a PS1 game that completely passed me by. There were a few of these third-person 3D action games to follow the success of Tomb Raider—and that genre would of course continue to evolve to eventually produce modern "cinematic action" fare like the Uncharted or Horizon franchises—but the reputation of this one would seem to put it in the same "an attempt was made" tier as a Deathtrap Dungeon or a Mortal Kombat: Special Forces. Turns out Tomb Raiding is harder than it looks. Can't say I have high hopes for an unfinished port of something this already buggy and shunned on other platforms but it's not like the N64 had many games attempting a format like this so I'll try to enjoy its novelty for the hour that I'm stuck with this thing.
16 Minutes In
A little more backstory here: our airship is named the Nautiflyus (good lord) and the captain, Lamat, is actually a non-player character who narrates the story. He sends the crew out to look for ship parts and gas to reinflate the destroyed balloon while he stays behind to protect the pearl, but both he and the pearl end up getting abducted the moment everyones' backs are turned. The selectable heroes include: Corporal Ike Hawkins, an all-rounder who is second-in-command of the airship; Cartographer Julia Chase, who is similarly an all-rounder but with a bit more focus on magic over weapons; Chief Engineer Maxx Havok, the brawny engineer who is fully melee-dedicated and has no magical potential whatsoever (along with a very stupid name); and Archbishop Solaar, a mage that has a bird that can go fetch things for him. As much as I liked the idea of the bird I figured I'd survive longer as one of the all-rounders, so I'm Ike for now.
Gameplay wise, well, it's something that has both tank controls and platforming so that's always a good start. The functions I've found so far include A to jump and B to crouch (you automatically mantle ledges like in Tomb Raider), C-Up to throw a grenade (kinda wish I wasn't standing next to explosive barrels when I tried that), C-Left to fine-tune your aim, C-Right to select between fists (melee) or elemental mana types (which Ike shoots out of a gun), L-Bumper to check items and to upgrade stats, R-Bumper for the quick spell menu, and Z-Trigger to shoot/attack. I'm sure I'll forget half of that in due time. The first area is a pretty simple one to let you get your bearings: the only enemies have been bats so far, and they're easy enough to kick to death once they fly close enough. Right now I'm trying to get all the items around here within reach in case I need them later, but I have also found a white key and used it to open up what looks to be the next "stage" (it feels more like an open-world game though, at least in the sense that it has hubs to revisit and such).
32 Minutes In
All right, so in this second segment I was able to finish exploring the opening area (the hard platforming route eventually led to an extra life; yep, there's lives in this game and I've already lost several falling down pits) and headed through the white key door. This looked like some kind of ship loading area as there was a big pier thing that led to thin air. There was also a turret nearby that knocked me off the platform and into the void (easy come easy go with these extra lives...) but besides that the only other things to note here was my first encounter with the standard enemy type, which look to be flesh zombie goobers with guns, the blue key I needed for the other exit from the hub area, and an earth spell. I'm not sure how versed my dude is with earth magic, but his blue magic (which I guess must be water or air) is working out fine so far. Behind the blue key door was an elevator and that's brought me down to another new area as well as a checkpoint, so now I'll stop respawning back at the start of the game whenever I croak.
This game has a few RPG aspirations as there's something akin to an experience point bar that fills up slowly whenever you kill things. This bar can be redistributed to three others: armor (I assume this works like health too), weapon, and spirit. The last of those probably affects spells, but I've been working on my armor and weapon for now. Getting my weapon stat sufficiently high meant I was able to spend one of these upgrade gems I found on improving its performance, but I need to increase the stat further before I'm allowed to upgrade it again. Incidentally, it looks like the different elements have their own separate mastery gauges to level up: Ike's proficiency is with blue magic, so his maximum potential mastery level for it is higher than the others. I'm curious if the other characters find something other than blue upgrade gems in the places I found them if they're going to have different elemental biases. Well, I'm probably not going to play through this again to find out.
48 Minutes In
For the third segment I mostly just ran around shooting dudes. As seen above, I've figured out the alternative to strafing around and that's helped to avoid a lot of unnecessary damage. The area beneath that blue key door elevator is another mini-hub with a couple of branches: one leading through water (there's no swimming mechanic I've found; I suspect I'd just drown if it's too deep) and another past a spike trap. I opted for the water route since it seemed the easier of the two and therefore probably the less necessary, except it led to another storage room with big tanks of god knows what and another two exits: thankfully, one requires a yellow key that I don't have. I've since found a blue spell which I'm slightly better equipped to handle except I still need to pump up my spirit stat first. Not really a whole lot of new content besides that though: the enemies come in a standard beige and a green type that loves throwing grenades, all the items tend to be ammo, health, or mana refills (conveniently, they sit in your inventory until you need them), and excepting the occasional mantling the platforming intensity seems to have backed down considerably. I don't even remember the last time I tumbled off an edge and into the abyss.
I'll admit, while the game doesn't have a whole lot going on the way the map is continually expanding to include more routes is making me curious as to how my progress is doing. When I entered the storage tank area I was told to find a "psykey" which I imagine is some critical item since that's the first pop-up warning like that I've encountered. In addition to gas canisters—I think I'm supposed to find 30 in total, and I'm up to around 7-8—there's also pieces of the cage used to contain the green pearl, and there's definitely six of those (I just have the one so far). Naturally, the game will probably ask me to rescue the captain too, so there's a mix of collectathon requests and some endgame encounter with whatever took the captain and the pearl to cap everything off. Don't suppose I'm anywhere close to that point but I'm going to keep on trucking along for now. Oh yeah, I found a save point too, like almost an hour into the game. How weird is that?
64 Minutes In
A little more wandering around later and I finish this playthrough with no clear idea of what it is I'm doing or where I'm going, but merely vague notions. I did find a secret area though, so that was fun. It was filled with items including two 1-Ups, which actually put me back at the total I started the game with. The general lack of peril didn't do much to make the game more interesting but I'll admit to having enough fun just poking around these environments for the next breadcrumb trail. I'll also admit to not being able to find the "psykey" but I did find the yellow key down the other route, which was otherwise a dead end, and right behind the yellow key door was another new area with an acid pool trap, a black key (not found the black door yet though; it might be back along that earlier route with the waterlogged and trap exits), and the aforementioned secret area. Said area was behind a destructible wall: these are pretty obvious looking but I couldn't get my grenades to open them up. Rather, the game just expects you to shoot them with your regular weapon. A little counterintuitive perhaps, but given grenades don't grow on trees it's probably better this way around.
The above screenshot should give you some idea of how its sparse RPG elements work. I suspect the red notches on the gauges indicate how far I can level up in those categories with this particular character's limitations, with weapon power being effectively maxed out but the others more finite to various extents. I imagine only the engineer can max out armor and only the mages can max out spirit. Spirit, by the way, increases mana but also—like the weapon upgrades—needs to reach a certain threshold to learn new spells. My water spell has a much lower requirement than the earth spell I found, but I didn't quite get the gauge high enough to learn either. A perplexing game that, owing to its current easiness, was either still in the difficulty tweaking phase of its development when it got canned or was just kind enough to give you a calm starting curve. I'm sure I'd be eating those words later if I played it long enough. It honestly didn't seem terrible? A little dull maybe but I could see myself pushing through this back in the day (or now if it had achievements). I am a big fan of exploration-heavy games after all.
How Well Has It Aged?: O.D.T. (Old, Dirty Trash). Nah, it's not too bad. Needed some of the polish it was presumably going to receive before the bottom fell out of its development cycle but functionally it plays pretty well for a Tomb Raider-like, especially one that has to incorporate the N64's control scheme, and if it had more going on presentationally or in its rudimentary level-up system I'd put it on the same level as a Hybrid Heaven, maybe. (I meant for that to be more complimentary than it perhaps sounded.)
Chance of Switch Online Inclusion: O.D.T. (Overly Doubtful, Truthfully). Again, it would need to be completed first, and that's if anyone cared enough. This prototype version was part of the licensing agreement with Piko Interactive for its Steam release though, so I'm not sure if it's already part of that game or was planned to be added later. Unless Nightdive takes an interest in this thing I don't see it coming to Switch or Switch Online.
Retro Achievements Earned: N/A. (The PS1 version has them though.)
Current Ranking
- Super Mario 64 (Ep. 1)
- Diddy Kong Racing (Ep. 6)
- Perfect Dark (Ep. 19)
- Mystical Ninja Starring Goemon (Ep. 3)
- Donkey Kong 64 (Ep. 13)
- Doom 64 (Ep. 38)
- Space Station Silicon Valley (Ep. 17)
- Goemon's Great Adventure (Ep. 9)
- Bomberman Hero (Ep. 26)
- Pokémon Snap (Ep. 11)
- Tetrisphere (Ep. 34)
- Rayman 2: The Great Escape (Ep. 19)
- Banjo-Tooie (Ep. 10)
- Rocket: Robot on Wheels (Ep. 27)
- Mischief Makers (Ep. 5)
- Worms Armageddon (Ep. 44)
- The New Tetris (Ep. 42)
- Super Smash Bros. (Ep. 25)
- Mega Man 64 (Ep. 18)
- Bomberman 64: The Second Attack! (Ep. 41)
- Star Wars: Rogue Squadron (Ep. 42)
- Forsaken 64 (Ep. 31)
- Wetrix (Ep. 21)
- Harvest Moon 64 (Ep. 15)
- Bust-A-Move '99 (Ep. 40)
- Hybrid Heaven (Ep. 12)
- Blast Corps (Ep. 4)
- Kirby 64: The Crystal Shards (Ep. 2)
- Ogre Battle 64: Person of Lordly Caliber (Ep. 4)
- Tonic Trouble (Ep. 24)
- Densha de Go! 64 (Ep. 29)
- Fushigi no Dungeon: Fuurai no Shiren 2 (Ep. 32)
- Viewpoint 2064 (Ep. 45)
- Snowboard Kids (Ep. 16)
- Spider-Man (Ep. 8)
- Bomberman 64 (Ep. 8)
- Jet Force Gemini (Ep. 16)
- Mickey's Speedway USA (Ep. 37)
- Shadowgate 64: Trials of the Four Towers (Ep. 7)
- Body Harvest (Ep. 28)
- Star Wars: Shadows of the Empire (Ep. 33)
- Gauntlet Legends (Ep. 39)
- O.D.T. (Ep. 45)
- Toy Story 2: Buzz Lightyear to the Rescue! (Ep. 29)
- 40 Winks (Ep. 31)
- Buck Bumble (Ep. 30)
- Aidyn Chronicles: The First Mage (Ep. 20)
- Midway's Greatest Arcade Hits Vol. 1 (Ep. 39)
- Conker's Bad Fur Day (Ep. 22)
- Gex 64: Enter the Gecko (Ep. 33)
- BattleTanx: Global Assault (Ep. 13)
- Last Legion UX (Ep. 36)
- Hot Wheels Turbo Racing (Ep. 9)
- Cruis'n Exotica (Ep. 37)
- San Francisco Rush 2049 (Ep. 4)
- Iggy's Reckin' Balls (Ep. 35)
- Rugrats: Scavenger Hunt (Ep. 43)
- Fighter Destiny 2 (Ep. 6)
- Charlie Blast's Territory (Ep. 36)
- Big Mountain 2000 (Ep. 18)
- Nushi Tsuri 64: Shiokaze ni Notte (Ep. 35)
- Castlevania: Legacy of Darkness (Ep. 14)
- Tetris 64 (Ep. 1)
- Mahjong Hourouki Classic (Ep. 34)
- Mahjong 64 (Ep. 41)
- Milo's Astro Lanes (Ep. 23)
- International Track & Field 2000 (Ep. 28)
- NBA Live '99 (Ep. 3)
- Rampage 2: Universal Tour (Ep. 5)
- Command & Conquer (Ep. 17)
- International Superstar Soccer '98 (Ep. 23)
- Starshot: Space Circus Fever (Ep. 43)
- The Powerpuff Girls: Chemical X-Traction (Ep. 44)
- South Park Rally (Ep. 2)
- Armorines: Project S.W.A.R.M. (Ep. 7)
- Eikou no St. Andrews (Ep. 1)
- Rally Challenge 2000 (Ep. 10)
- Monster Truck Madness 64 (Ep. 11)
- F-1 World Grand Prix II (Ep. 3)
- F1 Racing Championship (Ep. 2)
- Sesame Street: Elmo's Number Journey (Ep. 14)
- Wheel of Fortune (Ep. 24)
- Mortal Kombat Mythologies: Sub-Zero (Ep. 15)
- Yakouchuu II: Satsujin Kouro (Ep. 40)
- Mario no Photopi (Ep. 20)
- Blues Brothers 2000 (Ep. 12)
- Dark Rift (Ep. 25)
- Mace: The Dark Age (Ep. 27)
- Bio F.R.E.A.K.S. (Ep. 21)
- Ready 2 Rumble Boxing (Ep. 32)
- 64 Oozumou 2 (Ep. 30)
- Madden Football 64 (Ep. 26)
- Transformers: Beast Wars Transmetals (Ep. 22)
- Heiwa Pachinko World 64 (Ep. 38)