Yeah, it’s another celebratory anniversary post here at the Dojo. I will get back to reviewing movies and games as soon as possible. But I’m in the process of moving so I haven’t had the time to prepare and write something more substantial. Apologies.
Today, September 29th 2022, marks the twenty-sixth anniversary of the release of the Nintendo 64 in North America! And with it, the release of one of the most influential, innovative and revolutionary video games of all time, Super Mario 64!
The Nintendo 64 was Nintendo’s first console capable of polygonal, 3D graphics. And was the first console built around such concepts (the Playstation and Sega Saturn were originally designed as 2D consoles). While on the downside, that did mean many designers had to start over from square one, meaning that a number of N64 titles felt experimental and thus have succumbed to age over time, on the plus side, it opened the door to many kinds of games that just weren’t capable before.
Super Mario 64, despite being a launch title for the N64, is one of the console’s few truly timeless games. For the first time ever, Mario could roam around a 3D environment, had a new set of acrobatic moves, and levels now had a mission-based structure, as opposed to simply getting to the end of a stage. While I’m in the camp that believes some of Mario’s later 3D efforts bettered 64, there is no denying that Super Mario 64 has earned its place as one of history’s best games by being so forward-thinking in its day, that developers are still using its design for inspiration even today. And those opening words of “It’s-a me, Mario” are surely the most famous in gaming history. It’s a true classic.
As an added bonus, today is also (somehow) the fifth anniversary of the Super NES Classic Edition, the “mini retro console” built in the image of the N64’s predecessor that came with twenty-one SNES games built in (though sadly, Donkey Kong Country 2, Chrono Trigger and Kirby’s Dreamland 3 somehow weren’t among them). Though the mini-console craze has died down somewhat in the half-decade since, the SNES Classic Edition can still boast to be the best example of the mini-console trend of the past few years thanks to the classics it had bundled inside. I wouldn’t be mad if Nintendo announced an updated version of it or a mini-N64 or Wii down the road…
Happy 26th (US) anniversary, Nintendo 64 and Super Mario 64 And happy 5th anniversary SNES Classic Edition!
Panel de Pon, Nintendo’s reverse falling block puzzle game, is one of the finest products of the genre. Though the original Japanese game had a bit of an underwhelming lineup of characters, as they looked like generic Sailor Moon knockoffs. So, whenever bringing the game outside of Japan, Nintendo has given Panel de Pon (AKA the “Puzzle League” series) a number of facelifts using their more established (and more charming) characters. The SNES received Tetris Attack, which implemented characters, graphics and music from Super Mario World 2: Yoshi’s Island. And when Nintendo decided to release a Nintendo 64 version of the game in 2000, they chose Pokémon to fill the role. Pokémon was still white hot and at the height of its powers in 2000, so it was a fitting way to bring Panel de Pon to the N64. Thus, Pokémon Puzzle League was born! Interestingly, Nintendo chose to use characters, artwork and music specifically from the Pokémon anime, making Puzzle League one of the few Pokémon games to actually be based on the TV show.
The gameplay of the series is as it’s always been. Working as something of an inverted Tetris, the blocks don’t fall from the top of the screen but rise from the bottom. The blocks come in different colors (here representing different Pokémon types, with red being fire, blue being water, and so on), and players can swap two blocks horizontally to try to match them up with three or more blocks of the same color (either horizontally, vertically, or both) to clear the blocks. By chaining together combos, players can send ‘garbage blocks’ to each other, which create an additional obstacle that needs to be removed by matching more blocks adjacent to the garbage blocks. Should the blocks pile up to the top of the screen, it’s game over.
Like the best falling block puzzle games, the gameplay is really easy to explain, but difficult to master and incredibly fun. Pokémon Puzzle League even features additional modes that weren’t present in previous releases. Most notably, there’s a 3D version of the gameplay that takes advantage of the N64’s hardware.
In the 3D mode, the usual flat grid where the gameplay takes place is replaced with a cylinder, with players shuffling through the cylinder to give the gameplay something of a 360-degree perspective. It’s an interesting take on the series’ formula, though I do admit the gameplay of Pokémon Puzzle League is better suited on the 2D playing field, as the cylinder makes it hard to keep track of where things are, thus making it more difficult to strategize your moves.
Other, more traditional modes are present, such as a story mode (which sees Ash Ketchum battling through the original Gym Leaders, his friends and Team Rocket to become the Puzzle League Champion) or an ‘Endless Mode’ where players see how long they can keep the board from filling up as the blocks gradually start rising faster, trying to beat their high score along the way. And of course, there are multiplayer options, with players being able to choose one of fifteen different Pokémon Trainer characters, each one boasting three different Pokémon (which change the background graphics and soundbites, but have no effect on the gameplay itself. That may seem superfluous, but it’s a nice touch as it adds some extra Pokémon flair by being able to select different Pokémon with your trainer). Ash, of course, has Pikachu, Bulbasaur and Squirtle at his disposal.
Besides the characters from the Pokémon TV series, Pokémon Puzzle League also features instrumental remixes of songs from said series (specifically the album 2.B.A Master). I have to say this is an amazing addition to the game, as the dub of the Pokémon anime really went all out in the production of its songs back in the day (cheesy though the songs may be). While I normally try to avoid the “back in my day, everything was better” mentality of my generation, one thing I have to admit really was better back in my day were cartoon theme songs. These days, an American studio wouldn’t put that kind of effort into their own homegrown animated series, much less the dub of an anime. But in the late 90s, the sky was the limit! The music is a reminder that, back then, Pokémon basically ruled the world. My point being, it’s great to hear those early Pokémon songs in some capacity in an actual Pokémon game.
The core gameplay introduced in Panel de Pon remains some of the most fun and addictive in the entire falling block puzzle genre, and with the added Pokémon characters and music, it makes Pokémon Puzzle League a really easy game to revisit and get engrossed in. I do have to admit, I still find the Yoshi-centric makeover of Tetris Attack makes that game the definitive entry in the series, but Pokémon Puzzle League is probably a close second place, and a worthy successor. Seeing as the Tetris Attack version may not see a re-release (Nintendo didn’t go through the proper steps to use the Tetris name, creating a bit of a conundrum), Pokémon Puzzle League is probably the most accessible way for westerners to experience one of Nintendo’s unsung classics.
Plus, any game that features remixes of Viridian City and Double Trouble is an easy win.
There are a few ways one could acknowledge what constitutes the “best” games on a console, such as its biggest milestone releases or its most influential titles. Or you could go with what games were best in their day. In the end, I decided to go with my usual method of which games are simply the most fun to play today.
Because of this reason, you may see some notable omissions. Case in point: I won’t be including Goldeneye 007. Even though that title was a landmark for first-person shooters (especially on home consoles) and multiplayer games in general, the games it inspired definitely improved on its foundations, which leaves Goldeneye 007 to feel kind of clunky by today’s standards.
But that doesn’t mean that every N64 great is a thing of the past, and the Nintendo 64 games that do hold up, do so pretty swimmingly. The following ten games are the ones I would recommend if someone wanted to play a great game on the N64 today. Not recommending games based on historical purposes to someone who didn’t grow up with the N64, and not selections for someone who did grow up with the N64 looking for some nostalgia. These are games I would recommend simply as great games to play, that just happen to be from the Nintendo 64’s library.
Oh, and to save myself the hassle of ranking this list, I didn’t! I just listed all ten games in alphabetical order and I recommend them as is! Some are colorful platforming romps, some are epic adventures, and some are full of the multiplayer goodness the N64 made famous!
Before we get to the top 10 proper, however, here are some honorable mentions:
Diddy Kong Racing: A Mario Kart-style racing game combined with a Super Mario 64-style adventure! That’s one amazing combination that inspired many other kart racers to follow. Not to mention it introduced us to both Banjo and Conker! It also boasts great multiplayer that is somewhat hindered by the fact that there’s no music when playing with more than two players. To this day, people are waiting for Mario Kart to emulate its adventure mode.
Donkey Kong 64: The biggest Nintendo 64 game in the literal sense of the term. DK64, while still a fun collect-a-thon platformer, is sometimes too big for its own good. With five playable characters, each with their own collectibles, DK64 certainly has variety in gameplay and a lot of things to do. Though for those same reasons, it can become a little tedious having to switch back and forth between characters. But in typical Rare fashion, DK64 also includes a host of multiplayer modes at your disposal. Why on Earth did the idea of single-player adventure games having such great multiplayer options fall out of style?
Mario Kart 64: A beloved, nostalgic favorite today, but Mario Kart 64 actually wasn’t so fondly received critically in its time, being considered a disappointing follow-up to the SNES original upon its release. It admittedly isn’t the best Mario Kart: There are only a few memorable racetracks, the graphics are ugly, and like Diddy Kong Racing, there’s no music when playing with three or four people. But the core gameplay holds up, and Mario Kart 64 has some of the best balloon battle courses in the series (Block Fort!). A fun time, but not the go-to Mario Kart experience today, nor the best example of Mario multiplayer on the N64.
Mario Tennis: The origins of Waluigi, a character destined to… fill out the roster in Mario spinoffs (What can I say? Not every character addition is going to end up having the impact of Yoshi). Mario Golf is also fun, but it’s Mario Tennis that I think is the better go-to Mario sports title of yesteryear. A solid tennis game with a Mario twist. Oh, and while it may have debuted Waluigi, it also served as the last time we saw Donkey Kong Jr., who’s been MIA ever since.
Super Smash Bros.: Ah, the good ol’ days. Back when Super Smash Bros. was actually about Nintendo characters. I miss that. Sure, the N64 original may not have the same depth and polish of later entries in the series, but Super Smash Bros. remains a fun multiplayer romp. And it’s fun just to revisit and see the series in its purest state, before its Nintendo-ness was diluted and it catered too heavily to the Esports crowd. Just pure Nintendo fun.
And now, finally, the Top 10 Nintendo 64 Games to Play Today!
Let’s be frank: The N64 was Rare’s console. While many of Nintendo’s key franchises made appearances, they could be pretty spread out. In between Nintendo’s big releases, Rare was pumping out one game after another to keep it all afloat. But Rare’s N64 output didn’t just fill in the gaps, they released a number of genuine winners during the era, some of which even outshined Nintendo’s own efforts.
Though the Donkey Kong Country trilogy on the Super Nintendo and Goldeneye 007 were Rare’s biggest sellers, it was Banjo-Kazooie who proved to be Rare’s homegrown hero(es). Simply the most “Rare” of all of Rare’s creations.
A 3D platformer modeled after none other than Super Mario 64, Banjo-Kazooie replaced Nintendo’s iconic plumber with Banjo the bear from Diddy Kong Racing, and the bird Kazooie who lived in his backpack. Replacing Mario’s coins were music notes, and in place of the elusive Power Stars we had Jiggies; magical, golden jigsaw pieces.
Banjo-Kazooie isn’t just Super Mario 64 with a new coat of paint though. Whereas Mario had all of his moves right out of the gate, Banjo and Kazooie learn different abilities as they go, which gave each subsequent level new means for our titular duo to obtain Jiggies. There’s the witch doctor, Mumbo Jumbo, who could transform Banjo and Kazooie into various different forms. There are mini-games abound. And to change up video game traditions, for the game’s finale, Banjo and Kazooie find themselves in the middle of a board game/quiz show (though we do also get a proper final boss, proving that sometimes you can have your cake and eat it too).
All of this, in addition to Banjo-Kazooie’s unique personality (those garbled jibberish voices are just wonderful), meant Banjo-Kazooie was no mere copycat. It took what Super Mario 64 started, and made it entirely its own.
It may seem like a smaller adventure by today’s standards, there are still a few camera issues, and some Jiggies are unceremoniously just lying around, but make no mistake, Banjo-Kazooie is still as fun as it ever was.
While Banjo-Kazooie took a page from Super Mario 64, its sequel, Banjo-Tooie, was like a combination of Mario’s N64 outing and The Legend of Zelda: Ocarina of Time. Tooie is a much bigger game than Kazooie, but seemingly learning from Donkey Kong 64, it never feels too bloated. Late N64 graphics aside, Banjo-Tooie still holds up over two decades later.
Though Kazooie’s name is sadly no longer in the title, she may be even more present here than she was in the first game, as Banjo and Kazooie can now go their separate ways and claim their own Jiggies. There are now more prominent boss fights in every stage. There are first-person shooter segments that hold up better than the actual first-person shooters on the N64. You can now play as Mumbo Jumbo. The level themes are more unique (the fire world and ice world are one and the same, there’s a dilapidated theme park, and a dinosaur world). And there’s now a host of multiplayer modes to enjoy!
On the downside, there are eight stages here compared to Kazooie’s nine (and ten less Jiggies as a result). One of these stages, Grunty Industries, is pointlessly convoluted. And Mumbo should really have more to do when you play as him. These are ultimately small prices to pay, considering just how good Banjo-Tooie is otherwise.
Twenty-one years on, fans still debate which is the superior game between Banjo-Kazooie and Banjo-Tooie. While the original seems to have the slight majority vote, I think I’m on the side of Banjo-Tooie. Despite the aforementioned reduction in stage numbers, I feel like Tooie otherwise builds on and improves just about everything from the original. We may all still be waiting for a third Banjo-Kazooie entry (a real third entry), but Banjo-Tooie was such a hefty adventure in its day, and so well executed, that it feels right at home among today’s games.
3: Conker’s Bad Fur Day
Oh look, it’s Rare again! But of course it’s Rare again. They carried the N64!
Released in 2001 – the same year the GameCube would later debut – Conker’s Bad Fur Day was one of the N64’s last hoorahs (along with a few other games on this list). Though it was planned to be released much, much sooner in the console’s lifespan, under a very different guise.
Originally envisioned as “Twelve Tales” and “Conker 64,” the game was to be a cute, cartoony platformer in a similar vein to Banjo-Kazooie and Super Mario 64. But a troublesome production meant Conker kept getting delayed, to the point that, after Rare released a series of colorful platformers on the N64, interest in Conker waned. So designer Chris Seavor took over the project and gave Conker a complete overhaul.
Raunchy, violent, and riddled with swear words and poop jokes, Conker’s Bad Fur Day seemed to both address the concerns of “too many kids’ games” on the N64 while simultaneously making fun of the people who made those complaints by going to such extremes. Though you have to see the irony in how, these days, people crave more colorful, kid-friendly platformers. Different times.
Some aspects of Conker’s former life remained: the game was still a story-driven platformer, as Twelve Tales was always planned to be. It realized the vision of the original game to feel like an interactive cartoon (the animations and lip syncing were so far ahead of their time, they still rank as some of the medium’s best). And true to Conker’s humble origins in Diddy Kong Racing, Conker himself never actually swears. It’s everyone else who’s foulmouthed.
More important than the “adult” humor, however, is how the gameplay is always changing whenever Conker finds himself somewhere new. Sometimes it’s a platformer, sometimes it’s a shooter, sometimes it’s a racer. Conker’s Bad Fur Day is that rare kind of game that’s always finding something new. And in typical Rare fashion, Conker’s Bad Fur Day features seven different multiplayer modes. No one overdelivered like Rare did back in the day.
Conker’s Bad Fur Day isn’t perfect, however. Like so many N64 games, the camera and some of the controls can get a little iffy, not all of the movie parodies work (ugh, The Matrix), and not all the multiplayer modes are equals. But Conker’s Bad Fur Day is as unique today as it was twenty years ago.
4: Kirby 64: The Crystal Shards
Masahiro Sakurai may have created Kirby, but I think Shinichi Shimomura – Nintendo’s most elusive, mysterious game designer – best understands how to represent the character and his world. Sadly, Shimomura only directed three Kirby games before seemingly vanishing: Kirby’s Dreamland 2, Kirby’s Dreamland 3, and Kirby 64: The Crystal Shards.
Though Kirby 64 foregoes the Animal Friends of Dreamlands 2 and 3, it (almost) makes up for it with a new twist on Kirby’s trademark copy abilities: Kirby can now combine two powers to make new ones! Even though Kirby 64 treads a lot of familiar ground elsewhere, the ability to combine powers keeps things fresh and exciting. Sometimes you may realize you need to revisit a stage with a different power combination in order to obtain one of the titular crystal shards.
While Sakurai’s Kirby games later adopted something of an of edge, Shimomura’s Kirby titles really doubled down on the cuteness of the series (sans the final bosses, giving them an appropriate contrast to everything else). There’s a softness to the visuals that have held up incredibly well since the game’s 2000 release, the music is energetic and infectious (in that very specific, late-90s/early-2000s Kirby way). It’s just an all-around comforting video game.
Some may lament that Kirby 64 is a pretty easy game. But not every game needs to be Dark Souls. Sometimes it’s nice to just be able to experience an adventure, and Kirby 64 provides just that. It takes a simple, straightforward platforming romp and turns it into something memorable with its little touches. Along with the aforementioned visuals, music and personality, Kirby 64 also has some fun level themes (the snow world is also the robot-themed world!), and the levels even manage to tell their own little stories as you progress through them, which was pretty unique at the time. Oh, and there are moments where the player takes control of King Dedede. That’s always a huge bonus.
To top it all off, Kirby 64 even features a multiplayer mode. Though it may not be as gloriously excessive as those from Rare, Kirby 64’s multiplayer provides three mini-games that are addictively fun with friends. One of these mini-games, Checkerboard Chase, even feels like a precursor to today’s wildly popular battle royal genre.
I still hope we one day see the combined copy abilities return to the series in their full glory (Kirby Star Allies featured a watered down version of it). But if Kirby 64 is the only game to feature them, at least it’s an easy game to get sucked back into even today.
5: The Legend of Zelda: Majora’s Mask
For all its acclaim, Ocarina of Time is actually a pretty conservative game, as it’s structurally following A Link to the Past nearly beat for beat, albeit in a 3D environment. Ocarina’s follow-up, Majora’s Mask, is conversely one of the most “different” games in the entire Zelda canon.
Using many of the same assets as Ocarina, Majora’s Mask repurposes them to craft a new world and adventure that’s uniquely its own. The Happy Mask Salesman, for example, was merely a shopkeeper in Ocarina. But here in Majora’s Mask he’s a key player in the story. The same goes for the Skull Kid, who has been promoted to tragic antagonist.
Similarly, while Ocarina of Time featured masks as items for the occasional sidequest (or just for the giggles), here they play a much larger role in gameplay. Three masks in particular completely change things up, allowing series protagonist Link to transform into different species from the series: a plant-like Deku, a powerful Goron and an aquatic Zora. These transformations only add that much more variety and depth to Majora’s Mask, and it’s kind of weird how Nintendo hasn’t revisited a similar idea since.
This is all before we even get into the game’s time travel motif, which sees Link travel between the same three days over and over again in order to prevent the moon from crashing into the land of Termina. There are different things to do, different people to talk to, and different events occurring between the three days, so Link will have to use that trusty Ocarina of Time to revisit and relive certain situations in order to complete the adventure (insert mandatory Groundhog Day comparison here).
Admittedly, the time travel setup isn’t for everyone, and having to redo an entire game-day over because you may have missed one thing can grow a little tedious. It’s also one of the shorter Zelda titles, with only four dungeons to complete before you unlock the final area of the game. So it may be easy at times to see why Ocarina of Time’s more straightforward, more epic adventure may continue to steal the spotlight.
Still, Majora’s Mask remains one of Nintendo’s most beloved games, and one of the most acclaimed video games of all time, for a reason. It’s not only different from any other Zelda title, it’s unlike anything else Nintendo has ever made. With a pedigree like The Legend of Zelda’s, it may be easy to hold things so sacred that it fears to branch out. Yet Majora’s Mask – coming off the heels of Ocarina of Time, no less – decided to take the series in a daring new direction. One that still holds up to this day.
6: The Legend of Zelda: Ocarina of Time
Yes, I may have just said Ocarina of Time is a conservative game, but when it’s sticking to a formula as great as A Link to the Past’s, you can’t complain too much.
For a good while, Ocarina of Time was almost unanimously held sacrosanct as the “greatest video game of all time.” While in more recent years, that debate has grown more open-minded – sometimes for the good (Super Mario Galaxy), sometimes for the not too good (The Last of Us) – for its time, it’s easy to see why Ocarina of Time garnered such praise. A Link to the Past and Super Mario 64 were probably the most acclaimed games up to that point, and Ocarina of Time was essentially a combination of the two. The “best of both worlds” if you will.
Following in its SNES predecessor’s footsteps, Ocarina of Time sees Link partake on an epic adventure to save the land of Hyrule from the evil Ganondorf. Link will travel the land, meet new people (and species), and brave dark and dreary dungeons to become the hero Hyrule needs. Ocarina perfectly translated the Zelda series’ combination of action, exploration and puzzle solving into a 3D environment. And its lock-on combat was a revelation for 3D games.
Sure, the graphics definitely show their age, but the gameplay of Ocarina of Time hasn’t really lost a step. While most series may show obvious improvements with each subsequent entry, Ocarina of Time had refined its gameplay so strongly in 1998 that it still feels surprisingly close to the Zelda titles that have arrived since.
On the downside of things (and this is a hugely unpopular opinion on my part), the soundtrack to Ocarina of Time is one of the weaker ones in the Zelda canon. I know, we all love the obvious ones like Saria’s Song/Lost Woods and the Song of Storms, but they’re in the minority of what is largely an adequate soundtrack for the time. It didn’t even feature the main Legend of Zelda theme until the 3DS remake! And even in Zelda, that N64 camerawork can still be a bit of a problem.
So maybe Ocarina of Time isn’t absolutely flawless, as we once so readily accepted. But it’s still an unforgettable adventure in gaming. One that still feels deep and rewarding even by the standards of today.
7: Mario Party 3
Not every great game has to be some grand adventure. Sometimes, fun is all you need to stand the test of time. And that’s where Mario Party 3 comes into this list: it may not be the deepest game here, and it even contains some questionable design choices. But damn it all if Mario Party 3 isn’t fun!
We’re talking about a very specific type of fun here. That unique type of fun that Nintendo seems to have mastered (but that they’ll never fully admit to): the kind of multiplayer game you play with your friends for some good times, only for it to slowly unravel and make all the players involved out for each other’s blood by the end of it all. You can get some of this “friends turned enemies” fun from Mario Kart and Super Smash Bros. But Mario Party personifies it.
From friends stealing each other’s stars and coins, to screwing each other over when they’re supposed to be teamed up in mini-games, Mario Party is designed to make you hate your friends! Okay, maybe not literally, but imagine how Dark Souls makes you feel towards its bosses. Mario Party makes you feel that towards your friends! It’s all in good fun, of course.
Honestly, you can go ahead and lump Mario Party 1 and 2 here as well and call it a tie. But I think that, being released in 2001 at the tail-end of the N64 (it was the last Nintendo-published title on the system), Mario Party 3 had refined the formula a bit. Each game board has some fun gimmicks, the mini-games are more plentiful and varied, and you have more items than ever to sabotage your friends with. Perhaps best of all, Mario Party 3 is the only entry in the series to include “Duel Mode,” which sees two players travel across the board trying to deplete each other’s hit points with the aide of partners. These partners are Mario series enemies that could be placed both in front of (attack) and behind (defense) the player, making Duel Mode something like Mario Party meets Paper Mario. Why Nintendo hasn’t revisited the Duel Mode concept in the many, many Mario Parties since, I’ll never know.
Yes, many of Mario Party’s elements are based on luck, not skill. In just about any other type of game, that would be a huge drawback. But Mario Party is all about chaotic fun with friends. The first two Mario Party entries also provide a great time, but the third is where the series really hit its high point (making it all the weirder that Nintendo has only ever re-released the second entry). On a console known for its madcap four-person multiplayer, Mario Party 3 reigns king.
8: Paper Mario
Yet another late-game entry in the N64’s library, Paper Mario was released in 2001 after years of delays in production.
Originally conceived as a sequel to Super Mario RPG, the game that would become Paper Mario had to make countless changes early on, as Square retained the rights to the original elements of Super Mario RPG. With Square moving away from Nintendo at the time, the big N turned to one of its own studios, Intelligent Systems, to pick up the pieces.
Paper Mario ended up being its own kind of Mario RPG. Mario is equipped with hammer and jump attacks, is joined on his adventure by a parade of cute partners (each inspired by different enemies from the series’ history), and gains new bonuses and abilities based on the badges he wears. These make the battles more simplified than those of Super Mario RPG, but because the game retains its spiritual predecessor’s action commands, they’re no less fun.
Bowser has stolen a magical artifact, the Star Rod, to grant his every wish. The King Koopa has granted himself invincibility, as well as absconded with Princess Peach’s entire castle, and taking it into the sky. So Mario is off on an adventure to rescue seven Star Spirits (held captive by Bowser’s forces) so they can help him undo Bowser’s magic and save the Mushroom Kingdom. It’s every bit as epic as Link’s Nintendo 64 adventures.
Of course, we have to talk about the visuals. It is called Paper Mario for a reason. Originally planned to use SNES-style sprites (prototype screenshots even showed Yoshi ripped directly from Super Mario World), this quickly evolved into making the characters literally flat amidst a 3D environment. It’s kind of fitting, really. Super Mario RPG pushed for 3D at the tail-end of the two-dimensional Super Nintendo, and Paper Mario, towards the end of the Nintendo 64, did the opposite for the 3D console. And while Paper Mario’s soundtrack could never hope to reach the heights of Super Mario RPG’s (still Yoko Shimomura’s best work by far), it still created a fun, fittingly cute soundtrack that ranks among the best on the N64.
Whereas the SNES was full of great RPGs, Paper Mario was really the only notable one to speak of for the N64. But man, is it ever a good one! Its engaging battle system, epic storyline, and insurmountable charm ascend Paper Mario into being one of the genre’s true greats.
Paper Mario’s distinct art direction means it hasn’t really aged visually, and there’s no fussy camera to wrestle with, either. And the gameplay is every bit as fun today as it was twenty years ago. Of all the games on this list, Paper Mario may just be the most timeless.
9: Star Fox 64
Star Fox is something of the one-hit wonder of Nintendo’s franchises. Some of its installments sit at the edge of greatness (others a bit further away), but only one managed to claim it: Star Fox 64.
In a bit of a turnaround from the norm, Star Fox is that rare series (the only series?) where the SNES entry is the headache-inducing eyesore, while the N64 follow-up is a timeless classic.
Originally released in 1997, Star Fox 64 is a remake of the SNES original story-wise. But its gameplay is a refinement of the rail-shooter that builds on every aspect of its predecessor. Such a refinement, in fact, that it has rarely been approached in the genre in all the years since.
Players take control of Fox McCloud, as he pilots his flying Arwing, the Landmaster Tank and (in one level) the underwater Blue-Marine. He’s accompanied by his crewmates: Grizzled veteran Peppy Hare, inventive rookie Slippy Toad, and obnoxious jerk Falco Lombardi. Fox must blast his way through the armies of the evil Andross to save the Lylat System.
Simply destroying the bad guys and making it to the end of a stage aren’t all there is to Star Fox 64, however. Certain actions will unlock branching pathways and new routes through the game. Some alternate routes are easier to find, others not so much. You’ll only go through a handful of stages on any given playthrough, but finding different paths and trying different combinations of stages give the single player mode tremendous replay value (which it already would have from the gameplay alone).
Oh, and just in case the timeless single player campaign isn’t enough, there are also multiplayer modes to keep you coming back for more.
Different vehicles. Teammates with their own benefits (Peppy gives advice, Slippy displays the bosses’ health, Falco helps find some alternate paths). Free-roaming “All-range mode” stages. Multiplayer. A strangely memorable (if corny) storyline… There’s just so much to it. Aside from the obvious 1997 visuals, Star Fox 64 has aged like a fine wine.
10: Super Mario 64
A good chunk of this list is comprised of games released towards the end of the Nintendo 64’s timeframe (Banjo-Tooie, Kirby 64 and Majora’s Mask from 2000; Conker, Mario Party 3 and Paper Mario from 2001). Given the N64’s pioneering of 3D gaming, it makes sense that it would take time for developers to hit their stride and create something that holds up down the road.
But Super Mario 64 was there from day one, and is still an adventure worth taking all these years later. It’s easy to talk about how revolutionary and influential Super Mario 64 was, but this list is meant to discuss how much fun it still is.
What’s amazing is how Super Mario 64 translated the key elements of Mario’s 2D platformer adventures so seamlessly into 3D, while also establishing a new set of rules for 3D platformers. I mentioned how Ocarina of Time follows the same blueprint as A Link to the Past, only in 3D. But Super Mario 64 is structurally a very different game than Super Mario World, though it retains enough key elements of Mario’s past (jumping is important) to still make it feel like a proper follow-up. And just like the 2D Mario games before it, Super Mario 64 has stood the test of time.
Okay, okay. So obviously the visuals scream 1996 (compared to Super Mario World’s sprites, which look just as colorful as they ever did), and the camera can be a pain at times. And like Ocarina of Time, I don’t think Super Mario 64 boasts one of the better soundtracks in its series, despite a few standouts (Dire, Dire Docks comes to mind). So maybe Super Mario 64 isn’t the most timeless Mario game, but for a launch game on the Nintendo 64 to still be this much fun to play? That’s got to be some kind of small miracle.
The camera may be a bit tricky to handle, but Mario himself controls just as he should. It’s hard to describe, but the sense of control Mario has just feels right. Then we have fifteen big levels to explore, a host of bonus stages, and the best hub world in gaming history (don’t even argue). Mario must explore every nook and cranny of these locations; fighting monsters, racing penguins, flying through clouds, swimming with dinosaurs, and a plethora of other objectives to claim those elusive power stars that can break Bowser’s curse on Peach’s castle and its occupants.
Sure, the graphical and mechanical limitations are present. But Super Mario 64 was so forward-thinking in its ideas and so polished in its execution, that this 1996 Nintendo 64 launch title can still claim to be one of gaming’s greats. Proof that fun knows no age.
There you go, my top 10 Nintendo 64 titles to play today! Although I suppose I haven’t played every Nintendo 64 game (I recently purchased the two Goemon N64 games, which I’ve heard good things about, so I guess I’ll see if those deserved a spot here soon). But I think I’ve played so many of them over the years, that my experience on the subject has some merit. I like to think so, anyway.
It’s hard to believe the Nintendo 64 is over twenty-five years old now. It’s as old as the movie Twister, and the Tickle Me Elmo!
Thanks for reading, and I hope this list could bring back some fond memories, or inspire you to pick up one of these games again, or even help you discover them (okay, that last one is a lie. No one is discovering these games from my blog). At any rate, I hope you enjoyed!
It’s been thirty years to the day that the original Sonic the Hedgehog game was released on the Sega Genesis, with its titular hedgehog instantly becoming a gaming icon. It also gave us one of gaming’s greatest foes in Dr. Ivo “Eggman” Robotnik.
The Sonic series has had a colorful history, to say the least. For every classic it’s produced, it’s had one or two disappointments, and even flat-out stinkers. For every Sonic 2, there was a Sonic Boom. For every Sonic CD, a Sonic: The Fighters. For every Sonic Colors, a Sonic ’06. Heck, even Sonic Mania – the best game the series saw in decades – was followed-up mere months later by the incompetent Sonic Forces (as if Sega took offense to Mania’s warm reception and goodwill, and made Sonic Forces out of spite). It’s a testament to the enduring appeal of Sonic himself that no matter how low the actual games got, Sonic remained an icon.
Sonic has made a name for himself outside of video games as well, starring in more animated series and comic books than any other video game character, and as recently as 2020 had his own actually-pretty-good movie (with a sequel on the way). It’s safe to say Sonic isn’t going anywhere, and nor should he.
Happy 30th birthday, Sonic the Hedgehog (and Robotnik too)!
That’s not the only video game anniversary today, though. June 23rd also marks the anniversary of the Nintendo 64, which launched in Japan on this day in 1996.
The Nintendo 64 is one of Nintendo’s best consoles in an historical sense, if maybe not in the timeless sense like the Super Nintendo. That is to say, the Nintendo 64 marked a pivotal moment in gaming history, and many of its games were great for the time, but only a few small handfuls of them have withstood the test of time (namely those with Mario, Zelda and Banjo in the title).
Of course, the Nintendo 64’s unique place in history as being the first real 3D console gives it a special kind of nostalgia (the Playstation and Saturn added 3D games as they went, but the N64 was built with them in mind, in case you thought I forgot about them). It was something completely different from the consoles that came before it, and just about every console since has built on what it started. Of course, being such a pioneer in gaming means that much of the N64’s library feels unpolished today, but you have to start somewhere. And the stuff that has held up on the N64, has held up surprisingly well.
So a fellow happy 25th birthday to the Nintendo 64!
Now if you’ll excuse me, I’m going to go play some Sonic the Hedgehog and Mario Party. Or maybe I’ll meet down the middle and play some Sonic Shuffle… No. I won’t play Sonic Shuffle.
Super Mario 3D All-Stars is great (it was released on my birthday, ya know). I mean, it has it’s problems (a series of this caliber deserves grander presentation than a simple startup screen and brief descriptions of the games included), and the absence of Galaxy 2 really is inexcusable (had it been included, this would be the best video game compilation ever). But it’s still a compilation of two amazing classics and also Super Mario Sunshine, so I’m not about to complain too much.
Though Galaxy is easily the best game of the bunch, I decided to do things chronologically and started with Super Mario 64 first. Super Mario 64 is, from a historical and influential standpoint, one of the greatest videogames of all time (with Tetris and the original Super Mario Bros. perhaps being the only games to top it in those categories). Super Mario 64 is also one of the defining games of my life. Though I think there were better games before and better games since (Super Mario World is a far better game, for example), there are few games that are as ingrained in my mind as Super Mario 64. I played and replayed it so often as a kid, that even when it’s been years in between playthroughs, I can still recall where, when and how to collect (almost) every star and red coin. I know the stages inside and out, and can track down most everything in the game without giving it a second thought. Super Mario 64 is burned into my psyche.
Playing this classic again on the Switch reminds me what an integral part of gaming Super Mario 64 was (and still is). Yes, it’s definitely rough around the edges – with its camera being cumbersome and Mario sometimes feeling a little slippery to control – but creatively, it was so far ahead of what everyone else was doing, it still amazes.
I’m not sure if it’s ironic or poetic that gaming’s biggest icon of the 2D era was also the one that, in its first go around, got 3D gaming so right (okay, it’s poetic). Yes, some of its technical aspects have aged, and Super Mario 64 isn’t pretty to look at (though the HD sheen of the Switch version makes it look better than ever), but when you consider how 3D video games at the time were so unwieldy and broken that the concept was considered a fad doomed to die a sudden death, Mario’s transition into 3D was as flawless as anyone could have hoped for, perhaps more so.
Playing Super Mario 64 again today, it’s still a lot of fun, which is more than you can say for…pretty much every other early 3D game. Yes, its blemishes are more apparent to modern eyes (that damn camera), but it still feels like a delightful virtual playground whereas its contemporaries feel like taxing eyesores.
I do have to admit, it is a bit of a bummer that Nintendo opted to only optimize the game’s presentation and give it an HD makeover, as opposed to remaking it entirely. I mean, I get that new games are the priority, but surely Super Mario 64 is one of the games in Nintendo’s history that warrants a from the ground-up remake. I mean, Crash Bandicoot had it done, and as much as I love Crash Bandicoot, he’s certainly no Mario.
Whatever. As always, it’s the game that ultimately counts, not the look. And as stated, Super Mario 64 is still a great game, and its inventiveness for the medium as a whole can’t be understated. Super Mario 64 wasn’t simply “Super Mario World but in 3D” (an unpopular complaint I have against Ocarina of Time is that, structurally, it’s essentially A Link to the Past with a 3D makeover, with all the added hiccups that come with the N64). It reworked how platformers are structured. Sure, you still had linear goals, but you could go about them in different ways, and sometimes achieve a goal other than the intended one. And one thing Super Mario 64 did that I still don’t think many 3D games have done (even the 3D Mario titles, until Odyssey came around) is how it gave Mario moves and abilities that were made solely for the sake of taking advantage of 3D space, and how the game incorporates certain goals (stars) simply by utilizing these moves.
There are stars that simply require the player to master Mario’s wall jump in order to reach them, areas that can only be reached with Mario’s trickier to perform movements, and hell, Mario’s little breakdancing move seems to only exist because it could now that Mario was in a 3D environment. The player can almost sense that Miyamoto and company must have had an absolute blast making the game, and just had fun discovering what they could make Mario do with his added dimension.
This infectious sense of joy doesn’t just apply to the technical aspects of the game, however, but the creative ones as well. As much flak as I’ve been giving the game’s camera, how fun of an idea was it to make the in-universe reason for the camera being that Mario’s adventure is being recorded by a local news station (which, naturally, uses a Lakitu flying on a cloud as the cameraman, explaining away the controls for the camerawork)? Or what about the clock-themed world behaving differently based on where the clock hands are when you enter the stage? And to this day, a gaming moment from my early years that I can still recall clear as day was chasing after a rabbit in the lower levels of Peach’s Castle, and running into a wall that began rippling upon Mario’s contact with it, revealing yet another of the game’s levels just waiting to be explored. Up until that point in the game, the stages were all accessed via jumping into painting. So for just a basic wall to deceptively be the portal to one of the stages might still be the most beautifully mischievous detail in video games.
Suffice to say, I’m having a lot of fun revisiting Super Mario 64. Of course, there’s a lot of frustration as well, trying to wrangle around the camera, controlling the flying power-up, and Mario’s sometimes sporadic actions. Frustrations I don’t get when playing either of the Galaxy games or Odyssey (which, with all due respect to Super Mario 64, are all superior games), or even 3D World for that matter (which might also be a better game from a technical standpoint). But hey, Super Mario 64 was the first of its kind, for it to still be as fun and creative as it is today is probably more than anyone could have asked for.
The Mario series has had more “perfect games” under its belt than any one series (I might even argue it’s had more than most other prominent series put together). Super Mario 64 is not one of the perfect Mario games. But it still, to this day, is a one of a kind gaming experience. A video game wonderland that, while it may feel aged in a number of respects, still comes across as a timeless classic.
With my recent overhaul of Wizard Dojo (with a new overall look and new scoring system), I figured I’d ring in this new era of Wizard Dojo-ing with a revised version of the very first ‘top list’ I ever posted here at the Dojo; Top Video Game Launch Titles!
The first time around, I listed five games, plus some runners-up. This time around, I’m upping things to a top 10!
Video game consoles are defined by their best games. Sometimes, a console doesn’t have to wait very long to receive its first masterpiece, with a number of consoles getting one of their definitive games right out the gate. Although it used to be more commonplace for a console to receive a launch title that would go down as one of its best games, the idea of a killer launch title is becoming a rarer occurrence in gaming.
Still, launch games have more than left their mark on the industry. Here are, in my opinion, the 10 most significant video games to have launched their console.
It seemed like an unwritten rule during Nintendo’s earlier console generations that Kirby was to be the closing act. Kirby’s Adventure was the last great NES game, and Kirby’s Dream Land 3 was the last Nintendo-published title on the SNES. Kirby didn’t quite shut the door on the Nintendo 64, but he still arrived late into the game, with Kirby 64: The Crystal Shards arriving on the console in 2000, four years after the N64 launched, and one year before it was supplanted by the Game Cube. 2000 proved to be something of a banner year for the Nintendo 64, as it also saw the release of Majora’s Mask and Banjo-Tooie, two of the console’s few truly timeless games. While Kirby 64 may not boast the depth of those titles – and may even fall considerably short of the pink hero’s SNES outings – it still fit nicely into a stellar calendar year for the N64.
While the Nintendo 64 mostly saw Nintendo’s franchises aiming for a new, 3D perspective, Kirby decided to stick to his two-dimensional, side-scrolling roots (albeit with 3D graphics). Though it may seem a tad disappointing that there’s never been a full-on 3D platformer for the Kirby series, perhaps Hal simply knows something we don’t about how the series would make such a transition. After all, not every series can work in 3D (we all know what happened when Sonic tried his hand at it). Besides, Kirby has always done a fine job at innovating his own formula even in 2D, and Kirby 64 brought one of the best twists to the series: the ability to combine copied powers to form new ones!
Kirby 64 utilizes seven base copy abilities. There’s the usual fire, ice, spark, spike, rock and cutter, with the ‘bomb’ power replacing the usual parasol ability in the ‘Dream Land’ lineup. Each of these copy abilities can be combined with the others (including themselves) for a variety of new abilities that are both unique and humorous.
Combine bomb with spark, and Kirby becomes an explosive lightbulb. Combine two spikes together and Kirby becomes a Swiss Army Knife. Combine fire and ice and Kirby transforms into an ice block that melts into steam. And in perhaps the best idea for a Kirby power ever, combining spark and cutter results in Kirby wielding a double-sided lightsaber a la Darth Maul.
It’s a wonderful take on the classic Kirby formula and, at the time, many figured this would be the direction the series would take going forward. Unfortunately, this ended up being a one-time gig. Squeak Squad would feature a watered down method of combining a small handful of abilities, and Star Allies would add its own twist of combining elements of one power with another. But as far as outright taking two powers and cramming them together to make new powers is concerned, Kirby 64 is it.
This is all the more a shame, because not only is the idea one of the best concepts added to the series, but Kirby 64 doesn’t always do the concept justice in how it presents opportunities for these powers to truly shine within the stages.
Being the follow-up to Kirby’s Dream Land 3, Kirby 64 follows a similar formula, with hidden trinkets being hidden within the stages (in this case, magic crystal shards). Dark Matter has returned once again, and has conquered the distant planet of Ripple Star, whose now-shattered magic crystal can stop the evil entity. Like Dream Land 3’s Heart Stars, every crystal needs to be uncovered in order to face off with the true final boss and complete the game proper.
Every stage in Kirby 64 hides three crystals, one of which requires a power combination to unlock. On paper, this may sound like an improvement over Dream Land 3’s ‘one Heart Star per level’ setup. But Dream Land 3 always seemed to find new and creative ways to use its powers and animal friends to uncover those Heart Stars. Kirby 64, on the other hand, rarely has you doing anything other than breaking a wall with a certain ability to claim that hidden crystal. And with the other two crystals on any given stage being barely hidden, there feels like a missed opportunity here in making the level design and power combinations mesh together to make something deeper.
Kirby is joined on his adventure by Ribbon, a fairy from Ripple Star, as well as returning characters Waddle Dee, Adeline and King Dedede. Sadly, these allies don’t really provide anything to the gameplay (Adeline sometimes paints a clue towards an upcoming puzzle, but nothing direct). The exception here is King Dedede, whom Kirby can piggyback in certain sections. Sadly, with these segments being few and far between, along with Dedede’s limited abilities, even the good king seems underutilized, which may simply leave you missing the old animal friends (who only show up here in cameo forms via the cutter/rock power combo).
Multiplayer shows up in a limited capacity, being relegated to three Mario Party style mini-games (which are fun, but again, there are only three). you’ll probably miss the co-op gameplay found in Kirby’s SNES outings, especially seeing the N64’s emphasis on four-player party games.
Even with these shortcomings, Kirby 64: The Crystal Shards is still ultimately a fun game. The different power combinations are always exciting to discover and fun to use, the graphics look as clean and colorful as an N64 side-scroller could, and per the norm, Kirby once again boasts one of his home console’s most terrific but underrated soundtracks, with a number of its original tunes being some of the best in the series (which are thankfully seeing new appreciation with their remixes in more recent titles). The levels even have a fun sense of telling their own little stories, with the progression in each stage directly leading in to the next (the second world sees Kirby traversing a desert/canyon world, which eventually leads him to a spaceship. A little narrative that plays out within the stages of that world).
Kirby 64: The Crystal Shards remains a fan favorite for many, due in large part to the ability of combining powers, which remains one of the series’ best ideas. But it does stumble a bit in its execution of that idea, making for a solid entry in the series, if maybe not the most spectacular one.
*Review based on Perfect Dark’s Xbox 360 re-release as part of Rare Replay*
In 1997, Rare (then known as Rareware) released Goldeneye 007 on the Nintendo 64. Based on the James Bond film released two years prior, the video game adaptation proved to be the far more influential entity, single-handedly reinventing the first-person shooter genre on home consoles, which remain the most prominent genre of video game on home platforms even today. It was inevitable that Rare would seek to create a sequel, but after losing the James Bond license, the developer had to start from scratch, opting for a spiritual successor to continue Goldeneye 007’s legacy.
The game in question ended up being the 2000 N64 title Perfect Dark, an original IP that combined Goldeneye’s gameplay with a new science fiction setting. The tonal shift allowed for some fun additions to what Goldeneye started (alien weapons!), and though the 360 release and an Xbox One controller make Perfect Dark more playable than Goldeneye by modern standards, it has still felt the effects of aging. While Perfect Dark once felt like an all-time great, it now comes across as a merely decent FPS outing.
The setting for Perfect Dark sees two alien races at war with each other; the Maians, who resemble the typical gray alien archetype, and the Skedar, vicious reptilian creatures who can use holographic technology to disguise as humans. The struggles between these two races have found their way to Earth, with the Maians finding allies in the Carrington Institute, a research and development facility; and the Skedar serving as benefactors to the corrupt dataDyne corporation, who are using Skedar technology and weapons for nefarious means. In the middle of it all is Joanna Dark, an agent for Carrington Institute tasked with uncovering dataDyne’s plots.
It’s actually a pretty entertaining story, and it has a lot of fun with long-standing conspiracy theories and old sci-fi tropes. Joana Dark also had all the makings of an iconic video game character, which sadly never quite came to fruition (largely due to the game’s underwhelming 2005 sequel). Perhaps best of all is that the game itself is still pretty fun…if you’re playing the re-release that was first available for download on the Xbox 360 and became a part of Rare Replay.
The sad truth is that – with the exception of a handful of titles (namely those with “Mario,” “Zelda” and “Banjo” in the titles) – the N64 library hasn’t exactly aged gracefully. There is some reason to that, of course. After 2D gaming had time to develop and evolve, leading to the 16-bit golden age, the N64 was part of gaming’s early 3D years. Things were starting over, and the Nintendo 64 was like Nintendo’s canary in this new mine.
I’d be lying if I said Goldeneye 007 lives up to its reputation when playing today. Yes, it played a hugely influential role in the direction gaming would take from that point on, but it feels bare bones compared to what the FPS genre has provided since, and it feels like an utter slog to control. The same could probably be said about Perfect Dark’s original N64 release, as it followed close to Goldeneye’s rulebook, and there’s only so much developers could do to work with that awkward N64 controller. But while the character models may still look clumpy, Perfect Dark’s re-release allowed Rare to implement some much-needed improvements to the control scheme. It may still feel small by today’s standards, but at least the re-release prevents Perfect Dark from feeling like a relic like Goldeneye.
The second joystick found on contemporary controllers alone improves Perfect Dark’s sense of control greatly. And the additional buttons only add to this improvement, making the overall control scheme much more fluid than it could be on the N64’s controller. Sure, there are still a few dated design choices (like Joanna being able to carry as many weapons as you could find, which makes cycling through them a bit of a chore), but again, it’s great to be able to play Perfect Dark with some lessons learned from the FPSs that showed up in the years after its original release.
Another great addition is the inclusion of online multiplayer, which came courtesy of Perfect Dark’s 360 release. Perfect Dark was one of the Nintendo 64’s better multiplayer titles back in the day, and the online functionality only gives it more replay value.
On the downside of things, some of Perfect Dark’s more dated elements also find their way into multiplayer modes. Back in gaming’s earlier years, being able to find “cheats” was something that was rewarded, and concepts like balance weren’t the issues they are today. That was true even in the N64 years, with Perfect Dark’s weaponry often being a case of just that.
Sure, some of these weapons were cool and novel – such as the Laptop Gun, which could be used by the player or placed on the ground to act as a turret – while others were a bit too overpowered. The primary culprit of this being the Farsight, a Maian sniper rifle that could not only see through walls, but killed opponents in a single hit without fail. Back in the day we all accepted the Farsight as its own reward for finding it. But now that video games have matured a little bit and don’t reward shortcuts quite so prominently, something like the Farsight now feels like a cheap and annoying product of a bygone era.
Perfect Dark certainly won’t wow anyone who didn’t experience it back in its day, and it probably won’t impress those who did if they take off the rose-tinted glasses. But the adjustments made to Perfect Dark’s re-release make it feel far more functional than its archaic predecessor Goldeneye 007. Just make sure you play it on more contemporary hardware. Revisiting Perfect Dark on the Nintendo 64 could prove every bit as disappointing as a revisit to Goldeneye.
*Review based on Banjo-Tooie’s release as part of Rare Replay*
There’s perhaps no game that better represents the “everything and the kitchen sink” mentality than Rare’s Banjo-Tooie. This 2000 sequel to Banjo-Kazooie looked to improve upon its predecessor in virtually every regard. Though Tooie was also released after Rare’s over-bloated Donkey Kong 64, so it attempted to find a balance between making the Banjo-Kazooie experience bigger and better, while avoiding the pitfalls of tedium found in DK64. For the most part, Banjo-Tooie succeeded in its difficult balancing act, providing one of the N64’s best experiences, and an adventure that was so massive it still feels like a hefty title even by today’s standards.
Though Banjo-Tooie retains the same Mario 64-style gameplay of Kazooie, it also seems to have taken a few notes from Ocarina of Time, as Tooie’s overworld structure feels more like something out of an action/adventure title. The whimsical yet sinister halls of Gruntilda’s Lair give way to the wide, open world of the Isle O’ Hags (named for its penchant of housing evil old crones like Gruntilda and her sisters, Mingella and Blobelda), of which Spiral Mountain and the aforementioned Lair are only a small part.
The story here, while possibly even more loose than Kazooie’s, is perhaps presented in a more original manner. Instead of the usual damsel in distress plot of platformers, Banjo-Tooie more or less feels like a quest for vengeance, albeit one in which the characters are a bunch of comical animals who are constantly making fun of each other.
Appropriately set two years after the original, Banjo-Tooie sees Gruntilda resurrected by her sisters (who promptly tell the now skeletal witch to stop with her constant rhyming). Seeking revenge, Gruntilda decides to destroy Banjo’s house, where Banjo and Kazooie are playing a game of poker against Mumbo Jumbo and Bottles. Mumbo Jumbo sees the undead Gruntilda readying a devastating spell, and warns the others. Banjo and Kazooie join Mumbo in evacuating the house, but Bottles – believing it to be a rouse to cheat in the card game – stubbornly stays put. Banjo, Kazooie and Mumbo remain unscathed (unbeknownst to Gruntilda at the time), but the destruction of the house also leads to the death of Bottles, who becomes a cartoony ghost floating above his crispy corpse.
Gruntilda’s not done there though, and soon plans to use a machine to drain the life out of as many people as possible, in what is a seldom mentioned means of making a new body for herself. Gruntilda manages to zombify a Jinjo king named Jingaling, but like the first game, Gruntilda’s machinery is a bit buggy, and so she needs a lot more time to power it up to drain enough life from the island to bring back her former, girth-y self. This of course gives Banjo and Kazooie ample time to adventure out and stop the witch, in hopes of avenging their friends and hoping for a way to bring them back (though Kazooie is a bit annoyed that she needs to go on another adventure for Bottles’ sake).
Like the first game, it’s a simple plot that’s made more lively by the funny characters and dialogue (with the gibberish, garbled speech making a triumphant return), and its darker tone certainly sets it apart from other games in the genre (seeing Spiral Mountain dilapidated and ruined serves as a fitting introduction to this sequel’s tonal shift).
As stated, this is a much bigger adventure than the original Banjo-Kazooie, with more moves to learn, more items to collect, and much bigger stages to visit. Tooie is a wise game in assuming those who are playing it are familiar with the original title, and thus the titular duo retain all the moves they learned in their first go around, and tutorials are kept to a minimum (though Bottles’ ghost can refresh you on the basic moves if you visit one of his molehills in Spiral Mountain). This means that, while the adventure might be a much heftier affair than Kazooie, you feel like the adventure gets going just as quickly as its predecessor.
There are, of course, some changes to the mix: Jiggies are still the main collectible, and are needed to unlock new worlds. But now the Jiggies are to be taken to the temple of Master Jiggywiggy, a powerful sorcerer with a comical, puzzle piece-shaped head who tasks the heroic duo with completing interactive puzzle mini-games in order to open up a stage. This adds a bit more fun to the equation than the first game simply having Banjo stand on a pad and pressing a button to use the Jiggies and unlock a level.
Music notes are now gathered in clumps of five, as well as a hidden bunch of twenty to be found on every stage. So while there are still technically a grand total of 100 notes per stage, there are less physical items to collect. The notes also serve a new purpose, seeing as Gruntilda’s Lair is behind our heroes and they no longer need to open its many doors. With Bottles dead, his drill sergeant brother Jamjars takes over in mentoring Banjo and Kazooie their new moves, and requires a set amount of music notes for each subsequent move in his arsenal (which, to be honest, feels like a more fleshed out mechanic than simply finding a molehill). The moves here are a lot more robust and varied than the first game (including new fire, ice and grenade eggs), with the main hook being the ability to split Banjo and Kazooie up, with each also learning their own solo moves.
Another new character – and change to the formula – comes in the form of Humba Wumba, a shaman who takes over Mumbo’s former role of transforming our heroes into various forms. Mumbo Jumbo himself now becomes a playable character, with both shamans requiring Banjo and Kazooie to find a creature called a Glowbo in order to perform their shamanistic duties on every stage.
Perhaps Tooie’s other great addition is the implementation of proper boss fights. Sure, Gruntilda proved to be a memorable final boss in Kazooie, but aside from her, anything that resembled a boss encounter was closer to being a minor obstacle than they were a level’s crescendo. Every level gets its own boss battle here, and the overworld even sees three fights with Gruntilda’s baffingly loyal henchman, Klungo. While they may be a bit on the easy side, the boss fights that are present in Tooie feel like they add a bit more personality to the stages, and are certainly a step up from the non-bosses of Kazooie.
The differences in boss encounters between games may also be telling of the overal nature of the N64 Banjo games themselves. As great as Banjo-Kazooie was, Banjo-Tooie simply feels like a more fleshed-out experience. Much of what the first game attempted is more properly realized in this second adventure.
Banjo-Kazooie saw a tiny taste of Metroidvania added to the 3D platforming mix, with the titular duo learning their moves to access new areas of Gruntilda’s Lair. But the game failed to capitalize on the concept and implement such elements into the levels themselves, meaning that once a stage was drained of its collectibles, there were no reasons for return visits. Banjo-Tooie pulls the trigger on the concept, and though it may not exactly be the 3D Metroidvania that Metroid Prime or Dark Souls would end up being, it was probably the closest thing 3D gaming had to the genre at the time of its release.
Banjo-Tooie frequently features segments in levels that must be returned to at a later time, once some additional abilities have been earned. More interesting still, the Isle O’ Hags is even presented as a connected world, with some stages directly linking to others. To emphasize the concept, there’s even a train that connects a handful of the levels and the overworld together. Some may find the backtracking a tad excessive, but some accommodations are made by implementing warp pads in the stages, and silos that allow Banjo and Kazooie to fast-travel the overworld.
The other key ‘lacking’ aspect of the original which is polished by Tooie are the transformations. This time around, every stage has its own transformation, and the different forms the titular duo take – whether it be a T-rex, a submarine, a washing machine that launches underwear at enemies, or the returning bee – are all a lot more versatile than they were in the first game. Granted, it’s still unfortunate that most of the transformations are still only used to gain one or two Jiggies apiece, but at least they feel properly implemented this second time around.
Sadly, Banjo-Tooie itself falls victim to its overly ambitious nature, and at least one of its own elements is as underutilized as Banjo’s transformations in the first game. Strangely, this element once again revolves around Mumbo Jumbo. That is to say, his addition as a playable character feels underdeveloped. As cool as the idea of playing as Mumbo is, he doesn’t really have a lot to do, nor does he have a lot he can do. Mumbo is simply used to walk to a ‘Mumbo pad’ to perform a level-specific spell. While these spells can sometimes be interesting (the very first stage allows Mumbo to take control of a golden giant who can crush anything in its path), they once again fall under the “one or two Jiggies” category, and even then, it’s still usually Banjo who needs to collect the Jiggy in the end. Mumbo’s moveset is also extremely limited, as his only other actions aside from walking and casting spells on the Mumbo pads are jumping and shocking enemies with his magic wand. I wouldn’t assume Mumbo would have the versatility as the primary characters and learn new moves throughout the adventure as they do. But perhaps if he had a few more of their acrobatics, and a little more to do, it would make Mumbo’s promotion more worthwhile.
If there’s another complaint to be had with Banjo-Tooie, it’s that one of the game’s eight proper stages – the smog-riddled factory of Grunty Industries – is a bit of a convoluted maze, with environments that look similar to each other, and some needlessly tedious changes of pace to the fast-traveling (with elevators only being accessible in Banjo’s washing machine form, and the warps pads being inaccessible to said washing machine). Having played through Banjo-Tooie numerous times, it is this level that seemingly breaks the flow of the adventure. Sure, things pick back up a bit with the two subsequent stages, which house the game’s most original themes (one being the crossover fire and ice world of Hailfire Peaks, and the other being the bizarre sky world of Cloud Cuckooland), but Grunty Industries is probably the point in the game that will deter players from achieving one-hundred percent completion.
All things considered, however, Banjo-Tooie is an improvement over its predecessor, and remains one of the N64’s few timeless titles. It may still have some flaws holding it back from stealing Mario’s platforming crown, but Tooie perhaps remains the most ambitious platformer ever made (so ambitious, in fact, that a notorious “counter-operative” multiplayer mode – in which a second player took control of Bottle’s angry spirit – though unfinished, remains intact in the game’s code.). If the hefty adventure somehow weren’t enough, Banjo-Tooie also features a multiplayer mode where players can partake in the many mini-games once they’ve been played in the main story, and can even face-off in first-person shooter death matches that parody Rare’s Goldeneye and Perfect Dark (and, humorously, hold up better than the games they’re parodying). Top it all off with some of the best graphics of the N64 generation, and another stellar Grant Kirkhope soundtrack, and Banjo-Tooie remains a platformer whose aspirations have been seldom approached in the years since.
*Review based on Blast Corp’s release as part of Rare Replay*
I mean this in the best possible way; Blast Corps feels like it was conjured up by an eight-year old boy who has run amok with his Hot Wheels toys. The concept goes like this: a runaway truck carrying nuclear warheads needs an escort to take it to safety. You’re in charge of getting said truck to safety. But there’s a catch; the truck is on auto-pilot, and its fixed path means it will crash into anything blocking its way, which will set off the nukes. So you have to demolish everything in the truck’s path in order to complete your mission.
Using an array of vehicles, you’ll break every building and construct that stands in the truck’s path; whether it be farm, factory, or even houses. Break everything that stands in the truck’s way, and you unlock the next few stages (which can be played in whatever order the player wishes). There are additional objectives in the stages, like rescuing every civilian from danger, and finding satellites hidden in every stage. There are also the occasional racing levels, and a few bonus stages which give you more unique objectives, like destroying a certain amount of buildings in a set time, or using a particular vehicle’s special ability on a set number of objects.
Blast Corps features a wide variety of vehicles to play as. Some are more simple, like a sports car that’s used to speed between areas, or a dump truck that knocks down buildings by swerving into them. Others are more extravagant, such as a missile-firing speeder bike, a truck that launches fists from both sides to punch objects, and even a few anime-style giant robots (one of which causes destruction by performing acrobatic flips).
When it comes to which vehicles you play as, there are three different kind of stages: many levels are built around a specific vehicle’s mechanics, and you must use that vehicle. Other levels will have you start out in a particular vehicle, but you’ll have to transfer to others in order to solve the level’s puzzles. Finally, there are levels where you are fixed to one vehicle, but have a selection to choose from before the level starts.
The simple concept behind Blast Corps allowed Rare to get really creative with how to expand it, with the different vehicles providing many different twists to the gameplay, and the level designs bringing out everything they can out of them. While the similar setup being reused for the majority of stages may have grown stale under less capable hands, Rare kept Blast Corps a game that consistently delights players with new ideas in its already original concept.
There is a downside to this, however, in that not every vehicle brings out the best of the game. The aforementioned dump truck can be particularly tricky to use effectively, as swerving it just right so that its back smashes into buildings never really gets any easier. And yet, the dump truck seems to be the vehicle that you are forced to play as the most. The speeder bike can also be a bit unwieldy to control. Another downside comes in the form of the camera which, like many N64 titles, is less-than ideal.
All of these are ultimately small complaints, however, as the sheer fun and originality of Blast Corps elevate it to being one of those rare Nintendo 64 titles that’s a pure joy to revisit. What could have been a pretty mindless game about destruction quickly evolves into an engaging puzzler that will really test your skills. It’s really only a shame that it never received a sequel (especially considering a certain 2008 sequel to a certain other Rare franchise focused on vehicle construction, and probably would have been more warmly received as a follow-up to Blast Corps).
Though it was made by a small team of developers (four at minimum, seven at maximum), Blast Corps has the same sense of fun and charm as the biggest and best games of Rare’s heyday back in the mid-to-late 1990s. It may not be pretty to look at by modern standards, but Blast Corps is so entertaining and original you probably won’t care.
After all, this is a game in which an acrobatic anime robot can backflip buildings into oblivion to prevent a nuclear disaster. Doesn’t that just say it all?