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Susume! Taisen Puzzle Dama: Toukon! Marutama Chou
進め!対戦ぱずるだま ~闘魂!まるたま町~

— 1998 / Konami Computer Entertainment Kobe / 64-Mbit

Numerous attempts at three-dimensional puzzle games stumbled onto the Nintendo 64, but unfortunately most were contrived and undeserving of attention. Simply put, the most addictive examples on the system (Puzzle Bobble, Tetris, Puyo Puyo) remain firmly in 2D, with their tried and tested formulas.

Taisen Puzzle Dama stands out as an eminently playable, twin-mode Puyo Puyo/Bejeweled spin-off, full of amusing speech samples (characters trade both expletives and suggestive behaviour) and busy pixel art. Its noisy arcade charm is complimented by a serviceable multi-player bowling mini-game.

Kakutou Denshou: F-Cup Maniax
格闘伝承 エフカップ マニアックス

— 1999 / Genki / 128-Mbit

Reasonable entertainment can be found in Mace: The Dark Age, Killer Instinct Gold and Mortal Kombat 4, but those looking for something more cerebral, Genki's Fighting Cup series is a refreshing antidote to the polygon-based button-bashing beat-em-up. Smooth character animations and pleasing spot effects evoke Tekken, but the similarities end there.

The offering of points for stylish, tactical play (with particular emphasis on counters and special knock-down moves) quickly illustrates how spamming throws or playing for the clock isn't a viable strategy. This is a game which demands time in the Training mode, perfecting your favourite combos and learning to adapt to situations during bouts.

Star Soldier: Vanishing Earth
スターソルジャー バニシングアース

— 1998 / Hudson Soft / 128-Mbit

The most disappointing omission from the Nintendo 64 software library is undoubtedly shoot-em-ups: a genre so handsomely catered for on the PlayStation and Saturn.

Not so much the best, as the only traditional shooter available, Vanishing Earth retains the non-stop Star Soldier formula and the series' staple 'Caravan' modes, but introduces a deflective shield which becomes the game's new central mechanic. Based on the Aleck64 arcade hardware, it looks and performs pleasantly, and there's enough room for skill play and score improvements to warrant time spent in some pattern recognition.

Star Wars Episode I: Racer
スター・ウォーズエピソードI:レーサー

— 1999 / LucasArts / 256-Mbit

LucasArts admirably attempts something more expansive than a quick cash-in here. Circuits are extravagant in both size and detail, containing variable sections and multiple pathways. What makes this all the more persuasive is just how exhilaratingly fast your podracer travels.

Racer has elements of risk/reward, but is ultimately a nervous endurance—some stages clock-in close to ten minutes, and to succeed the player must memorise the best short-cuts and spots for boosting and air-braking. Sometimes though, its ambition causes major flaws. Later tracks become winding messes, and the clarity afforded by the hi-res mode starts to cripple the framerate: serious play warrants the removal of the Expansion Pak.

007: The World Is Not Enough
007: ワールド・イズ・ノット・イナフ

— 2000 / Eurocom / 256-Mbit

Much of what made the best FPS games on the Nintendo 64 compelling was their sense of freedom and discretion, yet in The World Is Not Enough that licence is often illusory or deliberately constrained. The inclusion of actual on-rails sections are indicative of Eurocom's ambitions.

Nonetheless, their bespoke engine is mightily impressive, and the Bond universe is made vivid thanks to cut-scenes, recorded speech and plentiful set-pieces—many placing emphasis on gadgetry as much as gun-play. An immersive spy-sim in solo play, its multi-player mode is also surprisingly accomplished, with some well-designed maps.

StarCraft 64
スタークラフト64

— 2000 / Mass Media Inc. + Blizzard Entertainment / 256-Mbit

Without a keyboard or mouse, there's no longer space for hot-keys or micro managing, and the cartridge format necessitates the removal of voice samples and pre-rendered cut-scenes. Elsewhere though, StarCraft 64's immersive, horrendously-absorbing cocktail is fully intact.

Hero units give the story extra weight and urgency during play, and the multiple races add subtle twists to the gameplay, tactics and scenarios. Featuring the full Brood War expansion, along with some extra missions, this is one of the most substantial challenges available.

Densha de Go! 64 (+Operator's Pack)
電車でGO!64 ~運転士さんパック~

— 1999 / A.I / 256-Mbit

Those who have played any variation of Taito's wildly popular JR simulators which flooded the Japanese coin-op, PC and console markets in the late 90s can testify to its addictive examinations of exactitude. This port of Densha de Go! 2 from the PC/Dreamcast makes special use of the Nintendo 64's VRS, as well as the customary bespoke controller accessory.

Although ostensibly an arcade coin-guzzler, the increased variation of lines as well as a wealth of difficulty modes means Densha de Go! 64 is surprisingly feature-packed, and its medal system means it's ideal for longer or repeat sessions.

Star Wars: Shadows of the Empire
スター・ウォーズ 帝国の影

— 1996 / LucasArts / 96-Mbit

Whether through lack of conviction or relishing the available technology (noticeable, perhaps, by a surplus of camera options), LucasArts chose to compliment its Dark Forces engine with several other 3D gameplay styles, though some certainly succeed more than others.

In its 'Challenge Points' however (hidden locations and conditions found within each stage), players will find compulsive, enduring reason to explore the smooth micro-programmed areas for secrets. Shadows of the Empire manages to serve up just enough '77-'83 Star Wars enchantment and varied set-pieces, particularly early on.

V-Rally Edition ’99
ビーラリーエディション'99

— 1999 / Eden Studios / 64-Mbit

There's a handful of decent rally titles on the Nintendo 64, of which some you're likely already familiar. Although less exposed, this is the best kept secret of the lot. In most respects it's a long way short of the sublime V-Rally 2, yet importantly retains enough of its DNA.

V-Rally is a horribly punishing examination, but rewards application. In the 'Championship' mode, success will be limited by failure to participate in the practice laps, as re-committing the stage to your mind's eye becomes crucial. It's also fast, but with time the shifting weight of the car and various surface tractions can be tamed, with your finger learning to only hover across the contemptible brake button.

WinBack
ウィンバック

— 1999 / Omega Force / 128-Mbit

As banal as it may be to class WinBack as a hybrid "Virtua Cop meets Metal Gear Solid", that admittedly does a fairly good job of outlining the essence of Omega Force's satisfying and innovative covert shooter.

The components are excellent: stealth plus swift and minimalist play is rewarded, and the inclusions of a sighting laser as well as single-shot takedowns for cranial accuracy are inspired. Less impressive is the repetitive linearity, and a significant absence of visual/aural sheen. Those who relish a skill/time-based challenge, however—along with some very daft Japanese scripting—should find WinBack highly enjoyable.

Diddy Kong Racing
ディディーコングレーシング

— 1997 / Rareware / 96-Mbit

Diddy Kong Racing's Yuletide generosity can't be faulted: with three vehicles to master, boss/battle modes, a mirror-mode, brilliant time-trial challenges and an overall technical pizazz, Rare aims to rectify the shortcomings of Mario Kart 64 by delivering enormous value for money.

Yet there are poor decisions too, not least in adopting a variable frame-rate, resulting in horrendously choppy play at times. Weapons and power-ups seem to be after-thoughts, and more overall care has been put into the design and flow of Nintendo's circuits. Somewhere between Diddy Kong's ambition and Mario Kart's fine-tuned gameplay lies karting perfection.

Conker's Bad Fur Day
コンカーのバッドファーデイ

— 2001 / Rareware / 512-Mbit

Thanks to the exemplary design and programming talent housed within the Twycross codeshop, Conker's Bad Fur Day soars technically above anything else (sans Expansion Pak, even), and is still one of the most convincing realisations of an interactive cartoon in more ways than one.

It's surprising, then, just how spiteful the snippets of actual gameplay (the excellent multi-player mode aside) can be: often serving simply as set-ups for extensive—though genuinely amusing—cut-scenes. More of a subversive pastiche for the South Park generation than a traditional platform game, the experience is nonetheless essential because of its distinctive individuality, and because it's clearly the work of a passionate, peerless development team.

World Driver Championship
ワールドドライバーチャンピオンシップ

— 1999 / Boss Game Studios / 128-Mbit

Boss' homage to the seminal Gran Turismo is the most convincing example of a Nintendo 64 racing simulation able to compete with the PlayStation's best. An assortment of brilliantly-detailed touring cars insist—in equal measure—upon meticulous braking as well as glorious, arching drifting.

It is studious, and the impatient will likely find it too dry, despite the clever employ of a Ridge Racer Type 4-style career mode. Nonetheless, World Driver Championship delivers the most satisfying, challenging racing experience on the system, and should tongue-tie any detractor of the Nintendo 64's graphical capabilities.

Body Harvest
ボディハーベスト

— 1998 / DMA Design / 96-Mbit

By giving the player the latitude to explore massive areas with cars, bikes, tanks, boats and planes,—interspersed with RPG-lite interactions, puzzles, and intense shooting action—Body Harvest is a considerable proposition, ambitiously ahead of its time.

A protracted four-year development is tangible in its outdated engine, but more grating are impasses which occur much too easily: lose key vehicles or fall into sticky situations, and hours of progress can be lost in seconds. But persevere through these flaws and a brash, engrossing campaign awaits—one which gets better as it goes on, evidenced by the excellent latter stages.

Mario Story
マリオストーリー

— 2000 / Intelligent Systems / 320-Mbit

The polish and detail lavished over Mario Story is immediately obvious, from the charming dialogue to the origami effects and colourful locations. Equally impressive is how Intelligent Systems melds action (such as Mario's iconic jumping) to the turn-based battles: a reluctance to repeat the more passive elements of traditional RPGs also extends to the alternating of platforming sections and interactive puzzles.

Despite the familiar levelling-up, item management and 30-plus hours of gameplay, progress is often straightforward. This accessibility and linearity (compared to more weighty JRPGs, at least) is to be fully commended—experts and novices alike will be captivated.

Turok: Dinosaur Hunter
時空戦士テュロック

— 1997 / Iguana Entertainment / 64-Mbit

The possibilities of high-end 3D graphics on Nintendo's new architecture were perhaps most tantalisingly primed for Turok's bold, brutal premise. Despite failing to fully deliver, it does achieve a liberating sense of scale (and ironically claustrophobia, due to a self-imposed draw-distance) along with an era-defining control system and weighty, inventive artillery.

Iguana's weak gameplay acumen played out fatally in the subsequent years (the 1998 sequel fixes the fogging and precision platforming, but suffers from appalling frame-rate issues, and doubles-down on the woeful pacing and 'ant farm' level design; the Half-Life-inspired Turok 3 was dead on arrival), meaning the first stands as the most playable of the sci-fi dino-killing trilogy.

Donkey Kong 64
ドンキーコング64

— 1999 / Rareware / 256-Mbit

Suggestive of a hurried development, Donkey Kong 64 is punctuated by failures of imagination, and an over-familiarity with a certain bird/bear duo. Of the seven core levels only three (four, maybe) could be classed as good: the rest are a mixed bag. Yet in the main, it's also one of the most compulsively interconnected and atmospheric 3D platform games around.

A largely successful balance is struck between vast and confined areas, and the prospect (particularly early on) of collecting items using some lateral thinking with the various Kongs works pleasingly. The inclusion of 1980s classics Donkey Kong and Jetpac—as well as perhaps the most gloriously-animated character outside of a Disney production in Lanky Kong—also shouldn't be overlooked.

Yoshi Story
ヨッシーストーリー

— 1997 / Nintendo EAD / 128-Mbit

When the final chapter on the 2D platformer has closed, what comes next? In casual play, Yoshi's Story is disappointingly short and overly accessible—albeit decorated with some of the most infectious music and visuals you'll ever encounter. Closer inspection, however, (especially after locating the secret black and white Yoshis) unearths a clever puzzle/score-attack game.

There's point multipliers for hitting several enemies in succession, but even more will be awarded for combinations with the same colour as your Yoshi. Sniffing out these opportunities—as well as collecting the hard-to-reach melons, hearts and hidden coins—in pursuit of maximum hi-scores, becomes delightfully absorbing.

Indiana Jones and the Infernal Machine
インディアナ・ジョーンズとインファナル・マシン

— 2000 / Factor 5 + LucasArts / 256-Mbit

It's impossible not to allude to Tomb Raider 64 when discussing Indiana Jones and the Infernal Machine, because in all but name that's precisely what it is. From the explorative pacing, rotational movement, and even sound effects, Core Design's pioneering action-platformer is delightfully cloned.

Factor 5 and LucasArts show off their programming prowess, combining a smooth framerate with huge, crisply-textured environments, as well as some lovely dynamic lighting. Indy does lack the finesse and flow of Lara's acrobatics, and a few weeks of final bug testing are evidently missing, but otherwise this is a miraculous—and notably improved—PC conversion.

Tony Hawk's Pro Skater 3
トニーホークのプロスケーター3

— 2002 / Edge of Reality / 128-Mbit

Few moments in videogaming beat the thrill of racking up a 200,000+ combo in Neversoft's supremely crafted skateboarding series. At its best it synergizes fluidity of movement with tantalising opportunities for jumps and vertices, delivering a zen-like experience normally reserved for twitch gaming. At its worst, the Nintendo 64's buttons instigate hand cramp quicker than on other formats.

Gameplay differences between this and Tony Hawk's Pro Skater 2 are essentially negligible—but the expanded trick system, improved graphics, and tightened stage designs means this final entry is the pick of an excellent trilogy of games.

Akumajou Dracula Mokushiroku Gaiden: Legend Of Cornell
悪魔城ドラキュラ黙示録外伝 LEGEND OF CORNELL

— 1999 / Konami Computer Entertainment Kobe / 128-Mbit

If ever entrenched consensus for a game deserved reappraisal, then this would be up there. Whilst not faultless, most of the hive-mind criticism of Konami's 3D grimoire horror can be safely ignored—whisper it quietly: there's more than enough here to be savoured.

Essentially a double-sized 'originally intended' revision of the first entry, Gaiden's flowing character movements and day/night features are pleasing, with the series' trademark incidental secrets, repetitive slashing, and item boosting all in place. Atmospheric, gothic compositions are also among the very best on the Nintendo 64, and conditional endings provide incentive for repeat play.

WipEout 64
ワイプアウト64

— 1998 / Psygnosis / 64-Mbit

Any discussion of the WipEout series deserves to mention this unique 64-bit incarnation. The 90s new-breed glow had long since dimmed by this point, yet what remains are those dreamy controls, new course designs, and a play style requiring forethought and quick reflexes.

Psygnosis' artistry would peak in 1999's WipEout 3 on the PlayStation, but WipEout 64 is more closely aligned to 2097—this time possessing a massive injection of speed and (finally, crucially) analogue steering. Its pick-up-and-play approachability guarantees one of two outcomes; a leisurely ten-minute spin, or a disciplined, contested push for racing perfection.

Forsaken 64
フォーセケン64

— 1998 / Iguana Entertainment UK / 64-Mbit

Forsaken's 64-bit revision suffers nothing for its PC origins (itself owing clear lineage to the Descent series), managing to perfectly marry a butter-smooth game engine with the convenience of analogue control. In 2018, the game was re-mastered for modern systems.

What makes the unremarkable premise excel (of clearing spaces of enemies, ferrying items, and switch puzzles), is the exhilaration of 360° movement through secluded tunnels and expansive arenas—illuminated by splendid dynamic lighting—which is both claustrophobic and highly immersive. Although this intimacy favours the single-player experience, its excellent cat-and-mouse multi-player mode is not without merit.

Jikkyou World Soccer: World Cup France '98
実況ワールドサッカー:ワールドカップフランス'98

— 1998 / Konami Computer Entertainment Osaka / 128-Mbit

Whereas most games of the era required a pinch of imagination, here joga bonito is writ large in a vivid display of arcade realism. Players lash outlandish shots past despairing 'keepers, a generous repertoire of skills are available, and it's all grounded with extensive tactical options to genuinely influence play. The 'Scenario' mode returns, but most fun is still found alongside a friend or three.

Although KCET's Winning Eleven series would quickly emerge as the finest on any format, any pick of the four lavishly-presented Jikkyou entries renders all other Nintendo 64 football titles irrelevant. This Japanese edition features a full FIFA licence, and additional speech not found elsewhere.

Ganbare Goemon: Neo Momoyama Bakufu no Odori
がんばれゴエモン~ネオ桃山幕府のおどり~

— 1997 / Konami Computer Entertainment Osaka / 128-Mbit

Although transitions to 3D caused numerous casualties, the fifth entry to Konami's beloved series is wholly confident, and often seductive. It successfully mixes puzzle-platforming with a comforting dose of sideways Japanese cultural references, giant robots, surrealist humour and hentai-loving elderly men.

Much of Ganbare Goemon's' cartridge is taken up by recorded music and speech, but more notable is its pleasing use of dynamic sound. It's short—and missing some polish, plus its aborted multi-player factor—but any time in Oedo Town with Goemon, Ebisumaru and friends is time well spent.

Mario Golf 64
マリオゴルフ64

— 1999 / Camelot Software Planning / 192-Mbit

Nintendo's shrewd acquisition of original Minna no Golf codeshop Camelot paid dividends in producing two of the best sports titles for their console. The simulation aspects of golf are present and correct here (weather, spin, and grass types all play their part), but are assisted by easy-to-understand controls and an array of playful bonus modes. Despite the fantasy setting, this is a largely grounded and serene experience.

The highest praise you can give Mario Golf 64 is this: should you have not even the faintest knowledge of—nor interest in—golf, there's a near-certain chance you will find this game bewilderingly, fiercely addictive.

Ridge Racer 64
リッジレーサー64

— 2000 / Nintendo Software Technology Corporation / 256-Mbit

RR64 needs to be seen to be appreciated. There can be regretful "if onlys" when a console's capabilities are exploited towards the end of its lifespan, especially as the Nintendo 64 was for years starved of popular conversions. But NSTC delivered a treat for drift fetishists: silky analogue controls (or twitchy D-pad, should you prefer), a frame-rate to match, and a wealth of extras for those who burn every undulation and blind corner to memory.

Lacking the thrilling exuberance of Namco's previous Ridge Racer Type-4 (1998), and then subsequent masterpiece Ridge Racer V (2000), this is nevertheless a delightful celebration of the series' opening trilogy.

Excitebike 64
エキサイトバイク64

— 2000 / Left Field Productions / 128-Mbit

The Nintendo 64 is often at its best when demonstrating the transformative nature of the analogue stick, but Excitebike 64 is also a prime example of how simulated handling and feedback can elevate a racer further. Here the line to victory is not only zigzagged but vertical, where subtle adjustments are constant.

Speeding forwards simply doesn't work—to attain first place finishes in all competitions players must judiciously plot a course over the wild undulations, know when to thrash into sharper corners or drift elegantly around longer ones, plus master mid-air turns and turbo boosts. Not only is it one of the best-looking games on the system, there's a comprehensive selection of bonus modes and track styles that will enthral and challenge for weeks on end.

Biohazard 2
バイオハザード2

— 2000 / Angel Studios + Capcom Production Studio 3 / 512-Mbit

Given how Biohazard so closely defined the PlayStation era, it's often forgotten the Nintendo 64 eventually received its own semi-enhanced port (high-polygon models; extra back-story details; bonus modes; and reworked sound effects with Dolby Surround support) of the series' most revered title.

The gameplay is certainly no less archaic (and still best played using the D-pad), but Biohazard 2's lure is in its slow build of pin-drop immersion, piercing violent shocks, and notably in its multiple play approaches. A fully-intact double CD-ROM game—heavy on FMV and exquisitely-rendered backgrounds—somehow squeezed onto an enormous cartridge is reason, also, to consider this premium software.

Yuke Yuke!! Troublemakers
ゆけゆけ!!トラブルメーカーズ

— 1997 / Treasure / 64-Mbit

Even for a 2D title on polygon-pushing hardware, Troublemakers is unexpectedly idiosyncratic: which is to say it's everything you'd expect from Treasure. By placing a hidden crystal within each stage, players are encouraged to grab at anything in sight in order to solve puzzles and uncover secrets. Bite-sized surprises are playfully extrapolated, only to give way to fresh ideas minutes later.

The developer's infamously esoteric controls prove fiddly on occasion—sometimes frustratingly so—but its CG character sprites and abstract construction-sets (used to denote everything from trees, to houses, to police stations) charm, and at times dazzle. It's clear Treasure were having tremendous fun with this form, and you will too.

Quake
クエイク

— 1998 / Midway Games / 96-Mbit

Midway Games' conversion of id's classic already has something of a free pass (whether you're familiar with the series or not, Stuart Brown's exquisite recount of Quake's genius is essential viewing), but it's worth highlighting that of several PC FPS ports on the Nintendo 64, this is comfortably the most distinguished.

With additional lighting effects, improved textures, disabled anti-alisasing, and a re-imagined ambient soundtrack, there's little reason to mourn the culling of a handful of levels. Turn the lights off, get the headphones on, and soak in the terror—this time from the comfort of a couch and preferably a big television.

Space Station Silicon Valley
宇宙ステーションシリコンバレー

— 1998 / DMA Design / 64-Mbit

Few developers dare attempt the diversity of ideas and systems found in DMA's unclassifiable sandbox experiment. As with Body Harvest, there are pronounced technical and visual deficiencies in places, but Space Station Silicon Valley's ambition and juvenile sense of British absurdity quickly win through. The player is rarely certain which hybrid animal or surreal assignment they will take charge of next, yet the prospect is always moreish, and the rewards always charming.

If you squint hard enough, foundations of the Dundee studio's notorious Grand Theft Auto III can also be discovered here.

Doom 64
ドゥーム64

— 1997 / Midway Games / 64-Mbit

Doom 64 is the Doom you've probably never played. And that's a pity because it also happens to be the best Doom. This id Software-supervised exclusive ramps up the enemy count, adds oppressive lighting, and is wrapped in menacing ambience. The gratifying mechanics remain identical—and the console's RCP chip is hardly breaking sweat here—but secret skips and alternative endings add genuine longevity.

The modding community has since revived the series' principal allure, but if you ever wondered what a true 'Doom 3' entry may have looked like back in the '90s: here it is.

The Legend of Zelda: Majora's Mask
ゼルダの伝説 ムジュラの仮面

— 2000 / Nintendo EAD Software Group No.3 / 256-Mbit

Like Link's Awakening for the Game Boy, Majora's Mask re-uses an existing template to lead the series down a peculiar, dreamier path. The Groundhog Day premise initially feels counter-intuitive, but by emphasising the plights of the supporting characters and centralising the side-quests, Link's assignments (recorded into his notebook) soon become engrossing.

Free of Miyamoto-san's direction, Majora's Mask is wild and emotive, full of fevered colouring and beautiful locales, but also feels conspicuously disjointed—lacking the golden touch of NCL's higher-profile software. Its tight development turnaround is apparent in spots, yet it says everything of its quality that this is still one of videogame's most unforgettable adventures.

Nintendo All-Star! Dairantou Smash Brothers
ニンテンドウオールスター!大乱闘スマッシュブラザーズ

— 1999 / HAL Laboratory / 256-Mbit

Rather than continue to ignore the Nintendo 64 pad's total unsuitability for 2D beat-em-ups, HAL's 4-player diorama fighter makes deliberate and ingenious use of the analogue stick instead. The result is remarkable for two key reasons; its refined balance and its freedom of expression.

Those qualities will sound familiar to players of long-standing fighting games, and Smash Bros. surprisingly inherits their advanced components, including speed, combinations, parries and counters. A delightful overload of Nintendo motifs are merely icing on the system's most unique—and endlessly playable—fighting game.

Mario Kart 64
マリオカート64

— 1996 / Nintendo EAD / 96-Mbit

From the beginning there was a sense we hadn't been given quite what we were hoping for with Mario Kart R. Following an awkward development, the outcome was a little too derivative—or in other words, it just wasn't Super Mario Kart 2.

The greater sum of its parts are instead found in its raison d'être: its raucous social appeal (the Japanese release came bundled with an extra controller), but also in a Time Trial mode which spotlights Nintendo's masterful, vibrant 3D track designs (and shortcuts/glitches), as well as the now-ubiquitous mini-turbo. With a couple of friends and extra controllers though, it would be difficult finding any game generating more laugh-out-loud fun.

1080° Snowboarding
テン・エイティ スノーボーディング

— 1998 / Nintendo EAD / 128-Mbit

Instead of placing a frigid character on screen and have scenery rush toward it—as many before 1080° Snowboarding did—EAD attempted to simulate the angles and edges of the snowboard itself, the texture of snow, and the weight of the boarder. Here, the player is asked to develop an affinity with the terrain, and use it to glide down often treacherous slopes. It feels dangerous, and a rewarding learning curve awaits those wishing to master its subtleties.

Offsetting this authenticity are streaks of Eastern frivolity and majestic flourishes, which the game's brilliant replay feature—speeding through the exquisitely-framed locations—perfectly captures.

Banjo-Kazooie
バンジョーとカズーイの大冒険

— 1998 / Rareware / 128-Mbit

There's little denying where so much of Banjo-Kazooie's components originate, but imitation isn't supposed to be as good as this. Rare's signature strengths (an intimate understanding of technology, and a dedication to one-upmanship) are showcased in a game as captivating to watch as it is to play. Characters are richly animated; environments detailed yet impressively sized; exploration and collecting is consistently tantalising.

To nit-pick would be to say the pacing on occasion feels sequential, or how the twee presentation oscillates between charming and nauseating. But elsewhere, this is 3D platforming par excellence.

Sin & Punishment: Successor of the Earth
罪と罰 〜地球の継承者〜

— 2000 / Treasure + Nintendo R&D1 / 256-Mbit

Despite its arresting on-rails 3D visuals, Sin & Punishment is at heart a traditional, single-credit pattern shoot-em-up—one in which Treasure adds ingenious, playful twists to the genre. Moreover, it's an outstandingly-presented and supremely playable slice of Japanese game design.

Approach play for scoring and boss battles are variable, with dexterous movement and attack choices available to counter the breathless action, and extra difficulty levels and a hi-score challenge providing decent re-playability. So despite the main game's distressing brevity, when the experience is as satisfying as this all can be forgiven. Just how good is Sin & Punishment? A Nintendo 64 without it is scarcely worth owning.

BlastDozer
ブラストドーザー

— 1997 / Rareware / 64-Mbit

Another example of the Nintendo 64's more inspired output is part puzzle, part driving and part action from a Brit-soft great. Whatever the classification, BlastDozer puts the system's capabilities to full use and is that rare breed: a game without comparison on any format.

The terrifying, yet compelling and cathartic premise of a nuclear missile carrier acting as a visible countdown against mass destruction reaches its stratospheric ending somewhat quickly, but while it lasts the variety and search for secrets are impossible to get enough of. For the completionist, the 'Platinum' medals pose a brutal post-credits challenge.

Bakuretsu Muteki Bangaioh
爆裂無敵バンガイオー

— 1999 / Treasure / 96-Mbit

Bangaioh is a defiant celebration of 16-bit videogaming, triumphantly combining deeply rewarding multi-directional shooting with an intricate display of sprites and explosions. It's also—of all things—a comedy. Amid the impossibly-catchy music, characters babble in non-sequiturs, puns, fourth-wall breaking winks, and absurd references to Japanese culture and media. Gradually, puzzles and mazes are cleverly mixed into the mecha madness.

The thrill of Bangaioh is in discovering all of these for the very first time, and so replay value is limited: once it's over, it's over. A brilliant revision arrived shortly after on SEGA's Dreamcast, but isn't quite as close to the pixellated perfection on show in this original.

Pilotwings 64
パイロットウイングス 64

— 1996 / Paradigm Entertainment + Nintendo EAD / 64-Mbit

The original Pilotwings on the Super Famicom was a spellbinding demonstration of Nintendo's new hardware, and so it is with the 64-bit update—maybe even more so. Pilotwings 64's vast geography is a given today, but for a launch game it still performs extraordinarily well: meticulous, graceful controls supplement highly-detailed environments which beg to be explored.

Attaining gold medals and then perfect scores across all flight apparatus and classes is Pilotwings' biggest draw, the only shame being that skydiving is now reduced to a half-baked bonus game. There is nothing else like it on the system though—and no other title so desperately deserved a sequel.

Jet Force Gemini
スターツインズ

— 1999 / Rareware / 256-Mbit

It's arguable that when embracing originality (see BlastDozer) rather than mimicry of NCL, Rare were capable of surpassing even their own enviable brilliance. A fine case in point: Jet Force Gemini is visually on another level, and Robin Beanland's soundtrack is simply one of the most jaw-dropping ever committed to cartridge.

Starting slowly, the triple-layered stages eventually take hold of the player and refuse to let go: this is a devastatingly potent mix of dramatic locations, hectic shooting, blood-splattering bombastics, and homage to videogame history (Galaxian, Super Sprint and several more are lovingly referenced). There's little in the way of sign-posting, and haptics are lacking on occasion—but by the time you've noticed, it's usually too late to care.

Wave Race 64 (Shindou Pak Taio Version)
ウエーブレース64 振動パック対応バージョン

— 1996 + 1997 / Nintendo EAD / 64-Mbit

Of all NCL's 64-bit output, Wave Race 64 is probably the most astonishing—it came out of seemingly nowhere. A dreamy, arcade-tier piece of software, its extraordinary water physics are significant for the way they cause each visit to the beautifully-designed courses to be an adaptive, randomised experience the player gleefully fights against, augmented by intricate controls with which to do so.

Oddly, no subsequent imitator—including a woefully misjudged US-developed sequel on 128-bit hardware—has come close to recapturing its buoyant spirit nor detailed handling model. A true one-off.

Star Fox 64
スターフォックス64

— 1997 / Nintendo EAD / 96-Mbit

You'll learn how to lock-on to moving targets within minutes. Next, you notice the blast radius of a lock-shot destroys others in the vicinity, earning a +1 score. Days later, you discover that disabling the lock-on and landing shots into a group allows greater opportunity for +2's, or higher. Then come the ground hits, and the hidden paths revealing extra enemies, and the possibilities stack further.

Like all of NCL's best, extraneous depth has been woven into the fabric, waiting to be picked at. That a score-attack game—as compulsive as any shooter one could name—is hidden within an already extraordinarily directed and action-packed experience, is testament to their ability to design sophisticated software which can be enjoyed by anyone. Swerve NOA's cringeworthy dub in favour of the professionally voice-acted Japanese original, if you're able.

F-ZERO X (+Expansion Kit)
エフゼロ エックス

— 1998 + 1999 / Nintendo EAD / 128-Mbit

The principal ingredients of a successful racing game are thus: control, course design, and speed. Despite F-ZERO X's eye-popping commitment to the latter, it's perhaps the easiest factor of the three to achieve. What elevates it as Nintendo's finest ever are twin control styles with unfurling minutiae, and track designs sharpened to their thrilling essence. Whenever a Time Attack mode is every bit as rewarding and addictive as the game proper, it's usually an indication of something extra special.

Those fortunate enough to own the complimentary F-ZERO X Expansion Kit (64DD) possess the finalised vision of the game, complete with some of its most gloriously inventive tracks and bonus features.

GoldenEye 007
ゴールデンアイ 007

— 1997 / Rareware / 96-Mbit

A console licence emerged as the world's most advanced FPS via some high-concept technology, but due to an inordinate input of exceptional game design it stayed untouchable for years after. 'Being' Bond is evoked not through cheap symbolism or film sequences, but by aligning the player with the persona of cinema's most efficient, industrious secret agent.

GoldenEye 007 remains so immersive because it gives the player freedom over approach and pace. Its convincing array of weapons are purposeful (the mainstay PP7, for example, is perfect for steady, silent progress; whereas explosives are ideal for mayhem on the run, or out of sight), and unerringly-believable AI and motion-capture multiply the opportunities for randomness and accuracy respectively. The '007' mode, cheat codes and multi-player expand an already enormously playable, generation-defining videogame.

Perfect Dark
パーフェクトダーク

— 2000 / Rareware / 256-Mbit

Perfect Dark is the answer to every conceivable "what if" GoldenEye 007 posed, plus dozens more a tech-noir world invites. What if lights could be taken out to create darkness? What if adversaries panicked, surrendered, could be sedated, disarmed, or subverted? What if there were consequential ways to conclude a mission? What if you could arrange furnishings for cover, or guide spy-cameras, and fly-by-wire rockets? What if bullets could pass through walls? What if you could play as the enemy?

There are in fact so many ideas crammed into Perfect Dark, most of its concepts have yet to be replicated generations later. This pushes the hardware to visible breaking-point on occasion, but its unparalleled immersion and sandbox principles offer luxurious possibilities in solo- and multi-play. This is Rare at their uninhibited, creative best, and an astounding FPS experience.

Super Mario 64
スーパーマリオ64

— 1996 / Nintendo EAD / 64-Mbit

From a series defined by jumping mechanics, Mario now revels in boundless kinetic movement, in which the balletic inventions of your mind are allowed to be played out through your fingertips. Hundreds of imitations later—even from NCL themselves—it endures as the paragon of the 3D platform game.

Adhering to Miyamoto-san's unrivalled respect for the player, Super Mario 64 doesn't just hint at the possibilities of 3D, it invites you to try them. It's no coincidence how the autonomy of the 100-coin challenges are often the most enjoyable in Mario's wall-less worlds and, as is tradition, secrets and incidental touches are everywhere. Seconds melting into minutes are rarely so effortless.

The camera system, environments, weight of control, the variety and immediacy: no one component in Super Mario 64 has the right to be as well thought-out and executed as it is. This is just digital entertainment of the very highest order.

The Legend of Zelda:
Ocarina of Time
ゼルダの伝説 時のオカリナ

— 1998 / Nintendo EAD / 256-Mbit

If Super Mario 64 appeals to the innate joy of imagination, then Ocarina of Time goes for the soul. It's an allegory told in two chapters: the first placing you within a world of possibility too vast to comprehend; the second a trial of betterment—of growing wiser, facing responsibility, and the melancholy of passing time.

Where does one begin, though, to elect a stand-out moment from a tapestry of hundreds? Of places to discover, weapons to master, puzzles to solve; of foes to battle, and relationships to forge. The only answer is to experience them all and choose your own.

No longer state-of-the-art as it was in 1998, as a videogame design it's as ingeniously structured and beautifully detailed as ever. In uncharted territory, transitioning yet another beloved series to a standard as high as this cemented Nintendo as the world's most talented game designers, and remains the Kyoto giant's most staggering technical and artistic accomplishment.