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64 in 64: Episode 50—Plats All, Folks! Part Two

by mento

Part Two of this season of 64 in 64, examining most (some?) of the N64's best and less best one hour (and change) at a time, continues its mission to try out every 3D platformer it has. This time it's Gex 3: We Didn't Even Give Dana a Script This Time, He Just Rattled Off Every Movie Quote He Could Think Of and Doraemon: Nobita to 3 Tsu no Seireiseki, the first of several JP-only Doraemon games.

Gex on the N64

I was going to make some sort of joke about wrangling a zoo's worth of animal mascots on this edition of 64 in 64 but, truth be told, pretty much every single one of the games that I'll be covering in this season features an animal or anthro as one of its leads: the exceptions being last week's Glover and one other game coming up probably sooner than I'd like. Thanks largely to one hedgehog in particular the '90s was a golden age of furries and their fellow beastly brethren in platformers, moving well into the PS2 era with Sly Cooper, Jak and Daxter, and Ratchet & Clank before they all sorta... dried up and got replaced by superheroes and zombie survivors. Well, besides for Sonic himself, though with some of those 3D games even his own dedicated fanbase probably thought a few times that he'd be better sticking off to animated TV shows. I'm certainly not the only millennial out there on this wide, ol' internet of ours fondly reminiscing about an especially '90s trend but in my case I suspect those rose-tinted glasses are going to slide off and spectacularly shatter on the cold hard concrete that is the empirical evidence, generated by this very feature, suggesting that maybe mascot platformers weren't always all that great.

That said! Still somewhat hopeful about today's duo of games featuring wisecracking creatures, one of which is witnessing the dawn of a trilogy of adventures while the other bows out with his respective trilogy's concluding chapter. Hey, if they both got at least three games each, they have to be doing something right. Right? Right. Before we get into what those games are—as if the excerpt hadn't already given it away—let's handle a bit of housework first.

This is Part Two of an eight-part series that I'm breaking up across two months: June 2026 (the Japanese N64's 30th birthday) and September 2026 (the North American N64's 30th birthday). For Part One, you gotta hark 'puter and click on that thing. For older entries, check out Episode 48 with its mostly dead (for now) table of links or try some of the ones in this entry's ranking table down at the end, there.

Also we got some rules 'round these parts:

  • Two games per entry, sixty-four minutes spent with each, with four quarter-hour reports which often sound like desperate cries for help but is assuredly just a web of dramatic illusions spun by me, the Mediocre Games-Playing Spider. This metaphor had juice but then it all got sucked out along the way somewhere.

  • These games aren't on NSO but might still pop up on Switch in some other form regardless. I'm still nominally using this feature as a means of screening them for inclusion on the Nintendo Classics service, all while wearing my best Nintendo QA employee cosplay (a niche fandom, perhaps), so I'll let you know what I think about how well each has aged and how likely it is that Papa Nintendo will take note of them someday. Right now Nintendo seems more focused on remaking every N64 game than putting them in their little emulation park there.

  • Last, I'm probably helplessly addicted to RetroAchievements by now so I'll be sure to mention what manner of support each game enjoys from that site, if any. For anyone curious about how that Glover RA mastery is going: the game itself took the liberty of deleting my save due to a well-known bug, which might be the most merciful thing it could've done.

Time to get started and... man, I haven't seen this many platforms since I got locked in Dua Lipa's shoe closet:

PAF#3: Gex 3: Deep Cover Gecko

History: Those looking for more Gexual healing from their Nintendo 64 after Gex 64: Enter the Gecko needn't have worried, because the sardonic skink's third outing also saw a N64 port around a year later. While the second game had a mishmash of themes courtesy of its channel-hopping gimmick, this one goes full suave superspy parody presumably in no way inspired by the Jay Roach/Mike Myers movie Austin Powers: International Man of Mystery released a few years prior. Because that would just be hacky. And that's not what Gex is about. Nuh-uh. Like Gex 2, Gex 3 was a PlayStation original that crawled across the necessary walls and ceilings to make it onto the N64 (the first Gex, meanwhile, had the distinct honor of being a 3DO original) in what I hope is a somewhat decent shape, given how those controllers don't exactly map over one-to-one. Despite the reduced storage on the cartridge there's still plenty of voiced quips from Gex himself, who is as always voiced by Dana Gould (my fourth favorite Dana after Carvey, Snyder, and International).

Gex 3 was originally developed by Crystal Dynamics, which probably used Gex to make jokes about Lara Croft's chest long before they ever knew that they themselves would become the Tomb Raider custodians for a good decade and a half. However, this N64 port was instead done by Gratuitous Games, a short-lived San Diego outfit that also developed previous 64 in 64 spotlight Cruis'n Exotica (Ep. 37) before moving onto a few titles in the Xbox/GameCube/PlayStation 2 era—including Mat Hoffman's Pro BMX 2 and Soldier of Fortune II: Double Helix—before disappearing. Crave, meanwhile, is another group we have encountered once before with the bizarre sci-fi bowling game Milo's Astro Lanes (Ep. 23): they were an American group who primarily published B-tier games but occasionally got the rights to publish Japanese games overseas, including most (all?) of the Tokyo Xtreme Racer series. They went bankrupt in 2012 but the same group that bought up Acclaim's old IPs, Throwback Entertainment, is threatening to revive that B-tier publisher brand too. Are we that hard pressed for name recognition?

Yeah, I dunno about this. Gex 2 wasn't as bad as I made it out to be and I'm sure the same will be true for this next game too, despite my reservations about the port quality. Still, it's usually in the nature of video game sequels to be at least technically superior so to meet my low expectations this would need to be as good as Gex 2 (if not, ideally, better).

16 Minutes In

Xtra's being kept in a location so remote they only have 140p streaming.

The first segment was largely spent exploring Gex's underground lair after the brief introductory cutscene—including FMV of one "Agent Xtra" (played by Marliece Andrada, formerly of Baywatch and Playboy), which wasn't common for N64, though it was mostly done through a small in-game viewscreen—which serves as the game's hub area connecting all the other levels. Xtra has been abducted and taken to the "Media Dimension," the same multiple-genre-spoofing setting of the previous games, so I guess the superspy thing is mostly just a framing device. Gex has his jump, which can be extended into a pogo tail hop by holding the jump button down while you're in the air, and a tail swipe for melee. He also has a flying kick that works similarly to Mario's long jump: you have to hold down the crouch button while moving, though it's a bit ambiguous since he won't actually crouch while moving so you just have to hope the flying kick comes out (and it has no air control whatsoever, so make sure you line yourself up properly first). It's all very adequate which I suppose I'll take over something like Bubsy 3D's tank controls but I'm going to become more critical of Gex 3 as the platforming challenges get harder, I imagine. At any rate, I appreciate the game giving me a tutorial.

Possibly due to the N64 version having less memory for voice samples, I've heard precious little sass from Gex so far. There was one mention of a vegemite sandwich during a bonus level in which I was controlling a kangaroo hitting ten bells across an obstacle course but that's about it outside of cutscenes. I'm playing the American version of the game for the sake of RA though I did hear that, as with Gex 2, they switched voice actors for the European version for the sake of more geographically-apropos gags: in this case, they moved on from the suave, camp tones of Leslie Philips from Gex 64 to the more dialled-up Danny John-Jules, best known at this time for playing the Cat in Red Dwarf. Might have to boot up the PAL version later to see what that's like. So far I'm kinda ambivalent about the game: I'm going to start an actual level next to see if anything changes.

32 Minutes In

Does Gex cut the tail holes in his pants himself, or... what?

Soon as I entered the first level of the game, which was a Christmassy-themed ice level, Gex wouldn't shut the fuck up about Hoth and tauntauns so I guess the sound clips are there; he was just saving them for an appropriate canvas. We also got an Austin Powers impression about a minute after starting that level so I guess that confirms... something. Otherwise I'm about half done with the level in question: it does something similar to Super Mario 64 in that it offers a few missions to pursue (though you don't actually have to do the one you selected; it's just to get a visual hint as to what's involved) and once you've completed the mission and collected its TV remote (the main collectible) it kicks you back out to the hub again. If I want to collect all 100 of these bug emblem things in a single run, which operate similarly to coins or notes, I'd better do so before reaching any of the remotes and leaving the level. I can say that I'm swimming in extra lives right now—you get one for every fifty of those bug emblems I mentioned, plus I seem to earn them just randomly for other goals—but I'm sure I'll be burning through them all before long.

This ice level has very little in the way of bottomless pits and not even the freezing cold water hurts this cold-blooded lizard I'm moving around, so I suspect this course was meant to be a very gentle introduction to the game. The biggest trouble are the elves and Santa himself, the latter a mini-boss of sorts where you have to send his explosive presents back at him by swiping at them. It would be entirely within Gex's iconoclastic nature that he has me murdering the spirit of holiday generosity but I think this Santa is just some evil shadow of the television dimension: the Gex series and Persona 4 have a lot more in common than most people realize. Still not sick of the game yet, quips and all, and I'm going to see if I can smother my completionist tendencies long enough to visit another world before I'm done here.

48 Minutes In

Gex quips "oh great, another snowboarding game" during this segment. Bitch, if you're too cool for snowboarding why is it here?

Done with the ice level and I've answered one question while I was here. The missions they give you account for three of the four remotes available in any given level: the fourth is earned by collecting all the fly emblems, much like the 100-coin Star of Super Mario 64, so it seems there is a reason to do that beyond completionist brain worms. I've yet to figure out what the remotes do but as soon as I'd found all four remotes for that first level, I got a key which opened up one of the doors in the hub. I suspect the next group of levels are through there, though there's still some accessible areas here including a level labelled Mystery (the levels have both names and themes, and if it's like the last game we might have multiple levels sharing a theme to work with here). In addition to the fly emblems and remotes there's also these green pawprints (do lizards have paws? I guess, right?) that I think have something to do with extending my health, given they're also represented by green pawprints, and there's also bonus coins which let me access timed bonus stages that grant extra lives in case I'm struggling.

This Gex ends half his sentences with "baby" now and I'm starting to worry he's become one of those humor-deficient people who just repeat popular movie quotes in lieu of actual gags. The "my wife!" people, or those that made Napoleon Dynamite even more of a blight on the world of comedy than the movie itself. Well, not that I can go around calling myself the Grand Arbiter of Chuckles but the major issue with these loquacious mascots is that they end up repeating the same one-liners over and over the longer you play, which already dilutes what minimal comedic potential they once had. Certainly not the fault of the writers, just the sort of tic that was perhaps a bit too ambitious to do right with the limited room in the code for a whole folder of voice-acted zingers that Gex or Bubsy could rattle off. Sadly, I think if anyone were to make a Gex today they'd probably feed all of Reddit into some AI algorithm to come up with a billion different procedurally generated jokes that are in no way edited for slurs, which might be kinda interesting too in a "oh god, we boiled all the lakes just to make a cartoon lizard sound like Incel Andrew Dice Clay" kind of way.

64 Minutes In

If this game came out a decade later, I bet this version of Gex would be saying "discombobulate!" every 30 seconds.

Second level had a Sherlock Holmes theme as I went around an old mansion and its grounds looking for, uh, something. Remotes, if we're going meta and not sticking with whatever the bit was for this level. Gex's costume change actually provided an additional function this time: in certain parts of the mansion I could use his magnifying glass to focus on parts of the environment and then get shrunk down to complete a timed mini-game in them, from murdering fleas on a grizzly bear trophy to popping bubbles in a kitchen sink. The game also demonstrated how underwater controls work on this level (pretty responsive: just hit the duck button to dive and swimming uses tank controls, as is the case in most of these) as well as the vampire transformation, which gives you the ability to glide. I guess Gex is the wrong kind of lizard to just glide naturally. Anyway, I'd decided to go for the 100-fly emblem remote first so I could see the whole place and then I hit the final alarm just as I was exiting the level with via a different remote, so the timing on that worked out well.

This game seems entirely OK. It'll probably get worse as it goes on but I had a fine ol' time just running around finding those fly emblem collectibles and hearing what Gex had to say about the British (mostly unkind, which is weird because he has a British butler in his underground cave hideout called Alfred because I guess that reference wasn't too on the nose for these devs either). Having the costumes actually do something is always appreciated for making these levels feel a bit more involved and I'll admit to being curious enough to press on beyond the hour here, at least until it either gets too annoying or the game wipes my save again.

How Well Has It Aged?: Better Than the Jokes? My takeaway from this Gex playthrough is that, while I could see dark clouds on the horizon regarding some of its attack hitbox issues and that weirdly strict flying kick move, I had a pretty decent time with those first two levels with content that involved more than just hopping around. On that note, though, being able to pogo your way through any platformer has yet to be a detriment and I've certainly played worse controlling games on this feature before now. I'm not saying it's anything higher than smack dab in the middle of the road (which is also where I tend to see the most lizards IRL) but, pretty much like the previous Gex, it's largely unobjectionable. Well, outside of Dana Gould constantly yelling "show me the money, baby, yeah!" (no, see, it's funny because you're getting two movie quotes in one. A joke? No, you don't seem to understand, it's two references at once. Two of them!).

Chance of Switch Online Inclusion: Gexpectations Are Low. As with Glover from last week, all three main Gex games are already available on the Switch eShop via Limited Run Games's Gex Trilogy remasters. To maybe add salt to the wound for Nintendo, the trilogy is based on the PlayStation versions rather than the contracted-out N64 ports (which saw a few significant content changes, usually to save space). Because of that, I don't think anyone's all that eager about putting these lesser versions of the latter two Gex games on NSO.

Retro Achievements Earned: 11 (of 55). As I'm sure will become a pattern here, there's plenty of achievements for standard progress as well as 100% completion for each of the game's eleven levels as well as what appears to be four hub areas. You've also got some time trials for the bonus levels which are pretty strict and, sigh, some no-damage achievements for the game's small handful of bosses. Nothing missable at least? I'll take that.

PAF#4: Doraemon: Nobita to 3 Tsu no Seireiseki

  • Epoch / Epoch

  • 1997-03-21 (JP)

  • 20th N64 Game Released

History: Doraemon: Nobita to 3 Tsu no Seireiseki, or Doraemon: Nobita and the Three Fairy Spirit Stones, is the first N64 game based on Fujiko Fujio's popular Doraemon manga: a set of stories about a group of kids living in near-future modern Japan and a robotic cat that came from the far future to assist Nobita, after being sent back by Nobita's distant descendant because his great ancestor was almost too stupid to live, it seems. Mostly a comedy, the jokes revolve around the oblivious Doraemon's attempts to improve Nobita's quality of life but often instead has him thrown into bizarre situations due to the cat's many strange gadgets or the ability to go to all sorts of places via the Anywhere Door. Doraemon had plenty of video game adaptations prior to Nobita to 3 Tsu no Seireiseki but it looks like the developers took the opportunity to make the first 3D Doraemon platformer here, which also happens to be the first third-party 3D platformer for the system.

Epoch is a major Japanese toy company that, like its peers Bandai and Takara, often dabbled with video games especially those based on their own toylines. They've long held the license for developing Doraemon games but also put out several games based on Epoch products like the Barcode Battler (I still have mine lying around somewhere) or the Sylvanian Families dollhouses: the former even had a Super Famicom peripheral and a few anime tie-in games that were compatible with it. Epoch's only contributions to the N64 were the three Doraemon platformers that we'll be covering throughout the Plats All, Folks season as well as publishing Gauntlet Legends (as seen in Ep. 39) in Japan. The N64 did not receive a Sylvanian Families game sadly though it did eventually get a game about a bunch of bipedal animal characters living in the woods that Nintendo didn't have to pay Epoch to use so... good for them?

Dang, they made three of these, huh? That's gotta mean that there's either a high standard of quality or plenty of potential evident from this first game, right? It's not just that the overwhelming popularity of the license gave them carte blanche to put out any old shit with the Doraemon brand slapped on it? Well, I've certainly convinced myself at least. As the system's default most prolific platforming hero—Banjo, Gex, Goemon, and Chameleon Twist Guy only got two each, and Bomberman's more an edge case—it's at least worth finding out what kind of traversal chops this anime robot cat has in his bag of gadgets.

16 Minutes In

Literally knocking seven bells out of these moles. Well, one bell at a time.

Oh, well, this is mostly inoffensive stuff so far. After quite a bit of pre-amble involving some shattered gemstones (I suspect the titular spirit fairy stones) and scenes of Nobita and his deadbeat friends hanging out in some construction yard we eventually receive some plot about a king, a fairy with a stylish pixie cut, a demonic looking antagonist, and a quest about to reassemble all the stones. It's all in Japanese so I could only follow bits and pieces, though fortunately (given the age of the audience) it was all in kana so I could probably decipher it eventually if I wasn't on the clock here. Like that's the only reason, and not a horrible grasp of Japanese vocab since that shit always leaves my brain minutes after closing the Duolingo app. After roaming the little hub area for a while I got blocked by, respectively, a dragon, the ocean, and the Deku Tree. Said tree is standing in the middle of the area (and is only like six foot tall but, hey, still beat Zelda to it) and operates as the game's save point: he's also holding the Anywhere Door on top of his head, so after collecting that I was allowed to go into the field area he was blocking. The rest of the time here was spent moving through that same field area, collecting a weapon Doraemon could use (though he was doing just fine stomping on various woodland animals), and defeating a boss to collect one piece of one gem which I believe means I'm 1/9th done with the main quest.

So, before I start talking about Doraemon's traversal options or lack thereof—really, all he can do right now is a normal jump—I want to circle back around to his weapon and the Anywhere Door. The save file is tracking how many items I've found: there's 32 in the game, and in that number there's what I imagine to be a mix of utilities (like, say, a double-jump) and weapons. Worth noting that I'm not actually stuck with being Doraemon: there's also Nobita (glasses boy) and his three friends Gian (the big guy), Suneo (the nasally guy), and Shizuka (the girl) and I can switch between them whenever I wish. I suspect, then, that the items will continually unlock new moves for all five characters as I play, possibly even accounting for some backtracking to earlier levels that had inaccessible areas. I'm calling my shot early because that sounds like a pretty neat format.

32 Minutes In

"Eugh, it's not like the cartoons," "Yeah, there's usually more mucus."

Since I can't swim and I ain't messing with no dragon, I chose to go back into the field area to see if I missed anything. I did, in fact, miss plenty. While on my return trip I acquired four new items for the ol' Encyclopedia of Crap I've Found: a bag of peach kibi-dango (which had me thinking it was a Momotaro reference), a clock (a temporary power-up that stops all enemies in their tracks), a pair of boxing gloves (I eventually found out that these are Suneo's weapons), and a Mini-Doraemon (an extra life, which I earned from beating the boss again and I suspect is in infinite supply). The kibi-dango turned out to be the vital item here: by feeding it to the dragon I was allowed to ride around in its pouch for a while. Despite the extra muscle its tail-swipe was incredibly short-ranged (how is it I got two games with tail swipes this episode?) so I mostly just avoided all the enemies. I didn't mention it before but Doraemon's weapon is an air cannon and I think I've already become way too used to having a ranged attack. The only pick-up near the dragon's nest area was a tubular engine looking thing, so I worked off a hunch and tried taking a dip in the lake back in the hub and it turns out I can use it to swim. That's a few more hotspots I have access to for next time.

To recap what I can and cannot do in the hub so far: I can talk to the Deku Tree to save, access the field area, access the dragon's nest area, and frolic in the waters opposite the tree. I've found a patch of dirt that might need some fast-growing beans (and if so, it means both games this episode had a Jack and the Beanstalk level), a closed gate, a cave filled with ice crystals, a car where the main issue in driving it is that it's underwater, and a deeper ravine further into the lake; each one of these triggered a conversation with some dour faces, so I'm guessing I lack what I need to interact with them. Last place to check is a path lined with coral at the far end of the lake, so I'm heading there next. So far it's been some slow back-and-forth but gradually feeling my way around how the game works is kinda fun in an adventure game sort of context, and while the game's pretty bereft of challenge at least I'm not getting enervated by terrible 3D control schemes and punitive restrictions that I figured would be more the norm with this season of 64 in 64.

48 Minutes In

Not even Doraemon is immune to the dubious allure of 3D swimming levels.

The coral path led to an underwater level where all kinds of sealife were trying to murder me, including pufferfish, anemones, clams, swordfish, and groupers. At the end of the course was another gem shard, this time for the blue water gem, and I found three more items in chests along the way: a flashlight, a blanket, and a microphone. If I knew more Doraemon lore I could tell you what they all did but since I don't, I instead went back to the hub and tried using them on all the inactive hotspots I could find. Seems to be the MO for this game, at least so far. Turns out I just had to touch a large, innocuous rock close to the tree to make it shrink with the flashlight—Doraemon calls it the "Small Light" but I assumed he just meant the size; it actually shrinks things—which opened up a cave entrance. This was another level, featuring open areas with buttons I could press: each button operated to a part of the environment, switching between two states (like a door opening and closing), and the idea was to figure out the right combo to leave on or off. I'd entered a pretty area with a central tree (filled with angry wasps, of course) when the timer hit.

I think I was a little off the mark regarding traversal upgrades, since so far all the items have done have given Doraemon's crew weapons (that microphone was Gian's, by the way, and it's a short-range AoE inspired by what I guess is a cacophonous singing voice), provided short-term benefits, or were key items I'm supposed to use to open up more levels and eventually beat the game. Still a novel twist on the collectathon aspect of this genre: there's less abstraction here as each item has a specific, pre-existing use, as seen in one of Doraemon's many episodes, rather than some arbitrary "you need this many stars/jiggies to pass because we said so".

64 Minutes In

You can switch characters but until you find their weapons they're next to useless. I wonder what they're suggesting by making Shizuka and Nobita the last to find them?

Still in the same area as above, where I followed a circuitous route up and around the tree to eventually reach a green gem shard. I went back to checking the old hotspots and found that the ring I'd discovered in the previous level opened the gate, putting me in an ominous looking volcanic area. Along the way was some difficult platforming and enemy encounters (comparatively speaking, at least; this is a game for kids and very much plays like it) and it culminated with a boss fight against a minotaur enemy that I couldn't figure out how to damage. For now, I'm retreating and checking some of the other possible areas; that whole volcano felt very "last dungeon" to me. The underwater car responded to one of my items (I figure it must be this cloth with the little clocks on it) and dropped me into a very easy racing mini-game, and that led to acquiring an ointment jar with "submarine" written on it that let me go down that deep underwater ravine. That led to a pirate ship with some tough crab mini-bosses that I was just about to beat up with Suneo's boxing gloves (we're getting more enemies that seem to be immune to Doraemon's puffs of air, somehow) before I ran out of time. A whole lot of "and then this happened" so far with this progression.

So that was Doraemon. I'd found a giant green bean while I was in the pirate ship (gee, I wonder where I use that?) so I suppose the game would've continued going as it had been so far, bouncing from level to level as I poke around the hub after every return to see what else I can interact with. Having certain bosses require specific weapons will be a curious new wrinkle going forward—I can only surmise that I need to find Nobita's or Shizuka's weapons before I can defeat that minotaur—but it seems largely about following the thread to the next destination (speaking of minotaurs). I guess having the solution always be "hey, remember when Doraemon used this item to do this?" would be rewarding for kids who are already big Doraemon fans. (Of course, if I could read any of the dialogue I'm sure the item/NPC hints would be much more helpful.)

How Well Has It Aged?: More Like Snore-aemon. I guess it's fine for what it is. Like Michael Bluth holding the dead dove in a paper bag, I'm not quite sure what I was expecting, though I certainly got a little ahead of myself. For as slight and dull as it is, it's a charming enough and extremely accessible 3D platformer at a time when audiences were still acclimating to the idea and I don't doubt its intended audience got a kick out of running around as Doraemon, or maybe one of their favorite human characters from the show if they were some huge dork who's somehow too cool for robot cats from the future with an infinite number of Bond gadgets. Anyone really going to bat for Suneo? Yeah, doubt it.

Chance of Switch Online Inclusion: Don't-raemon and Nope-bita. Given the awkwardness of rereleasing older games with expensive licenses I don't suppose we'll see any of the three Doraemon games on NSO unless a miracle occurs. If you did want your fill of Doraemon on Switch though I've heard it on good authority that Doraemon: Story of Seasons is a pretty decent farming/life sim that integrates the characters, world, and gadgets cleverly enough for its fanbase. It even has a sequel: Doraemon: Story of Seasons - Friends of the Great Kingdom. That's like 200 hours of Doraemon, how much more could you want? (I am not sponsored by or affiliated with the Doraemon people. I didn't even know Fujiko Fujio was two guys before today.)

Retro Achievements Earned: 20 (of 45). This set is entirely progression stuff though I'm surprised by how much of it there is. I think the only non-vital ones are a few items you might not necessarily need to find all the gem shards and one for finishing Doraemon's item book. Made some pretty decent progress in an hour too, hmm...

Current Ranking (3D Platformers only)

  1. Super Mario 64 (Ep. 1)

  2. Mystical Ninja Starring Goemon (Ep. 3)

  3. Donkey Kong 64 (Ep. 13)

  4. Space Station Silicon Valley (Ep. 17)

  5. Bomberman Hero (Ep. 26)

  6. Rayman 2: The Great Escape (Ep. 19)

  7. Banjo-Tooie (Ep. 10)

  8. Rocket: Robot on Wheels (Ep. 27)

  9. Bomberman 64: The Second Attack! (Ep. 41)

  10. Tonic Trouble (Ep. 24)

  11. Bomberman 64 (Ep. 8)

  12. Jet Force Gemini (Ep. 16)

  13. Gex 3: Deep Cover Gecko (Ep. 50/PAF 02)

  14. Toy Story 2: Buzz Lightyear to the Rescue! (Ep. 29)

  15. Doraemon: Nobita to 3 Tsu no Seireiseki (Ep. 50/PAF 02)

  16. Glover (Ep. 49/PAF 01)

  17. 40 Winks (Ep. 31)

  18. Conker's Bad Fur Day (Ep. 22)

  19. Gex 64: Enter the Gecko (Ep. 33)

  20. Starshot: Space Circus Fever (Ep. 43)

  21. Carnivale: Cenzo's Adventure (Ep. 49/PAF 01)

  22. Blues Brothers 2