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Cube

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About Cube

Personal Information

  • Location
    North Wales
  • Interests
    Firefly, Games, Sci-Fi
  • Occupation
    IT Guy

Details

  • Nintendo Systems Owned
    Wii, DSi
  • Other Systems Owned
    Xbox 360, PC
  • Favourite Game?
    Banjo-Kazooie
  • Favourite Video Game Character?
    Banjo and Kazooie
  • Gender
    Male

Game Info

  • 3DS Friend Code
    5198-2395-9664
  • Nintendo Network ID
    DJcube
  • Wii Console Number
    0460 9678 8120 6539
  • PSN ID
    Cube1701
  • Xbox Live Username
    Cube1701
  • Steam ID
    Cube1701
  1. Chameleon Twist NA release: 9th December 1997 JP release: 12th December 1997 PAL release: December 1997 Developer: Japan System Supply Publisher: Sunsoft N64 Magazine Score: 70% While Chameleon Twist came out in America and Europe, I played a Japanese copy with an English translation patch. The western versions seem to be based on an earlier build, perhaps sent off to the localisation teams before the game was fully ready. The Japanese version has some more challenging rooms (for example, the screenshot above is just an empty room with collectables in the other versions), the multiplayer powerups added into the main game and some unlockable characters. The story is pretty much non-existent. A regular chameleon sees the white rabbit from Alice in Wonderland jumping into a pot and decides to follow, turning into the big headed thing in the game. From there, you go through the levels, killing everything in your path. When you start the game, you’ll test out the moves. The tongue is very impressive as you can move it as it extends. I was expecting lots of puzzle use with it, but unfortunately the game isn’t very inventive. The tongue is used for four moves. The first lets you swallow enemies to spit them out as bullets Then you can latch onto poles, from there, you can pull yourself towards it or spin around. Finally, you can push yourself upwards for a high jump that’s very awkward to use. You don’t gain any extra abilities and it doesn’t have the usage of Mario’s move set to keep itself interesting across the game. Being able to move the tongue seems more like something added just to combat the terrible aiming in the game. The biggest difficulty in Chameleon Twist is the camera. Moving it twists it in really strange ways and it’s very difficult to judge jumps and to target where you’re shooting. The game itself is quite simple – especially due to how few moves you have – although to get the boss rush mode, you have to find lots of the crowns hidden throughout the levels. Chameleon Twist is a nice start for a game. The game needs a bit more variety and a much better camera – hopefully these are fixed in the sequel. Remake or Remaster? An enhanced collection of the two games would be nice. Official Ways to get the game There’s no official way to play Chameleon Twist
  2. Dual Heroes JP release: 5th December 1997 PAL release: 12th April 1998 NA release: 5th November 1998 Developer: Produce! Publisher: Hudson (JP), Electro Brain (NA), Gaga (PAL) N64 Magazine Score: 50% I don’t quite understand the name of this one – there’s no “dual” aspect to anything of this game. Did someone mistype “Duel Heroes”? Anyway, Dual Heroes is often stated as the worst fighting game on the N64, originally scoring 28% at N64 Magazine. However, Dual Heroes is quite fascinating as it has some really interesting features – which caused N64’s magazine score to bump up to 50% once they could understand what those features were in their English version review. Now, the fighting mechanics are pretty atrocious. Fighters don’t feel very different and they all look like rejected Power Rangers with inflatable butts, with rather ugly designs. Special moves don’t feel very special and it’s quite simple that two of the buttons can be “Punch and kick” or “kick and block” and you can still have blank ones. There’s also a 3D move – which isn’t just a fancy dodge like Midway’s fighting games, but holding the button lets you move around completely in 3D. However, it also breaks the game. When you move around in 3D, you move very fast. Human players will have difficulty landing a hit on you, and the AI can’t manage it at all. On top of that, in their attempt to try and hit you, they’ll often run off the edge of the map (if there are no walls). This means you can cheese any AI fight by running behind them, punching them and just running away until they throw themselves off or the time runs out. Dual Heroes does have some fascinating features that I think modern fighting games should use. One is a “virtual opponent”. These are a list of opponents to play the game against – you don’t fight them directly, they pick a character from a game. They all have different tactics and will play in different ways, rather than one set way for each fighter to react. On top of that, you can fight your own. There is a “robot” you can train by fighting against it – you have to teach it to use each character – and it will fight in your style. You can choose to have it fight the virtual opponents or (using memory cards) another person’s robot. This feature was implemented by the Super Smash Bros series, however it requires an amiibo of each character you want to use. With online systems now, this robot feature (and virtual opponents) seems like great features that will be much better off with sharing things online (not to mention in a better fighting game). Dual Heroes isn’t a good game, but it has some really great ideas that deserve to be tried again. Remake or Remaster? The game doesn’t need updating, but the ideas need to be tried again. Official Ways to get the game There’s no official way to play Dual Heroes
  3. There's Olympic Hockey ’98. Exact same gameplay.
  4. This one got generally good reviews. We'll get to the one that got ridiculed for being the same game shortly, it only came out a few months after this one.
  5. Wayne Gretzky’s 3D Hockey ’98 NA release: 3rd December 1997 PAL release: 1st June 1998 JP release: N/A Developer: Software Creations Publisher: Midway (NA), GT (PAL) N64 Magazine Score: 70% Yearly sports updates are tricky things to review, as some can bring big improvements, some minor improvements and some just update the stats. The first N64 Wayne Gretzky’s 3D Hockey was a decent game and this is no different – literally. Everything feels the same and there don’t seem to be any additional options or features for the main game. Other than player stats, the only thing I could find was that the practice mode has a few extra options, were you can choose between shooting, offence and defence. These just change how many players are on each team. If you want to try out one of the Wayne Gretzky’s 3D Hockey games, you may as well play this version, but it doesn’t really offer anything over the previous. Remake or Remaster? Like with the previous game, a less serious ice hockey game would be nice. Official Ways to get the game There’s no official way to play Wayne Gretzky’s 3D Hockey ’98
  6. Wheel of Fortune NA release: 2nd December 1997 PAL release: N/A JP release: N/A Developer: GameTek Publisher: Take-Two N64 Magazine Score: 17% With a score of 17% from N64 magazine, I was expecting something truly atrocious from this. Yet, despite the wonky looking graphics, it does a good job at what it’s supposed to do. It’s your own episode of Wheel of Fortune in an N64 cart. Wheel of Fortune is essentially a fancy game show version of hangman. You spin the wheel and guess a letter. If it exists in the words, you’ll get the money corresponding to the wheel and if you’re wrong, play passes to the next contestant. The wheel is a big element of luck and some of them can make you lose a turn or take away all the money you’ve earned that round. The N64 version is a little bit ugly, but still creates the feel of a studio pretty well. With options for pass and play or having different controllers, it’s also an easy game to play with others, including non-gamers. I got quite a bit of enjoyment from this with my girlfriend, and she even asked to keep the game handy as it’s fun for a quick round every now and then. Remake or remaster? I’m surprised that there isn’t a Jackbox-style service for classic game shows. There could be some options such as different studio designs from the past (and region-specific) as well as choosing themes and adding your own answers into the mix. Official ways to get the game. There is no official way to get Wheel of Fortune
  7. WCW vs. nWo: World Tour NA release: 2nd December 1997 PAL release: 12th February 1998 JP release: N/A Developer: Asmik Ace, AKI Publisher: THQ N64 Magazine Score: 70% It took a while for the N64 to get its first wrestling game, although it ended up getting a LOT after this one. It’s quite difficult to judge these properly as WWF No Mercy (the first wrestling game I ever played) essentially invalidated all the other wrestling games on the console and set the standard going forward. For the first on the N64, it does a good job. The gameplay works well enough, although putting the special moves on the control stick is a very odd choice (you move around with the D-pad). You punch, kick and grapple. That said, individual matches do go on for far too long – upwards of 20 minutes. But there’s not much to the game. There aren’t that many wrestlers and there are just a few basic modes, the first of which is a 5v5 where they duke it out one at a time. If one wrestler wins, they fight the opponent’s next. Remake or remaster? The genre itself has evolved. Official ways to get the game. There is no official way to get WCW vs. nWo: World Tour
  8. Heiwa Pachinko World 64 JP release: 28th November 1997 NA release: N/A PAL release: N/A Developer: Shouei System Publisher: Amtex N64 Magazine Score: 12% Pachinko, from what I understand is a “totally not gambling” gambling machine popular in Japan. It seems to be a mixture of a pinball machine, 10p machine and a slot machine. As you buy tokens and win prizes instead of cash, it skirts around gambling laws in Japan. You buy balls and then use a dial to aim them into the machine, where they tumble down and activate the various parts of the slot machine, hoping the hit the jackpot. You can walk around three pachinko parlours. Even though these are built in 3D, it controls like a Myst-style point and click game as you turn 90 degrees and only stand in specific locations. The graphics are terrible with really bad tiling everywhere and humans that look like barbie dolls with shrunken heads. The machines don’t fare much better. As they’re based on real machines and not designed specifically for the N64, they try to fit in far more detail so they just look like a blur. You can tilt them for a slightly different view at the vomit-inducing mess. Also, while pachinko is really simple, the controls are terrible. The only actual control is the dial, but all the variation is within one segment of the analogue stick, meaning you have very little control. And, at the end of the day, this is the kind of thing you’ll find in a crummy seaside arcade but with the tickets and prizes removed. What little fun is removed, the whole risk is removed and the whole point – winning prizes is just there. A game version could have cosmetics or something, perhaps a room to decorate, but there’s nothing. It’s a pointless game. Remake or remaster? No. Just…no. Official ways to get the game. There is no official way to get Heiwa Pachinko World 64
  9. Pokémon Legends: Z-A (2025)

    "Releasing simultaneously worldwide in 2025". A rather odd choice of words. Are Z and A two different games, or is there something else its releasing simultaneously with?
  10. Family Stadium 64 JP release: 28th November 1997 NA release: N/A PAL release: N/A Developer: Namco Publisher: Namco Original Name: Famista 64 N64 Magazine Score: 68% Yet another Japanese only baseball game, this time from Namco. This one, however, features a different style of batting and some other fun features – such as a Namco-themed stadium. Instead of very specifically aiming the bat, batting in this game is focused far more on timing, with you just moving slightly to the side and swinging at the right time. I was able to get to grips with this a lot more, and even scored some runs. Once the ball has been hit, the game switches to a completely different 2D visual style. This works surprisingly well, with your players running and diving for the ball. I felt more in control of the game and based on that, I was able to enjoy this one. Family Stadium also has a bunch of minigames, which serve as great practice and training for each individual part of the game – one for hitting far, one for hitting specific targets, one for catching balls and so on. They’re fun and can be played solo or with others. There are also a couple of minigames which aren’t really related to baseball (or practising one element of it), but are still fun. There’s one where you have to pump up a balloon before an opponent, one where you have to trace a picture and, what seems the most random, a 2D snowball fight minigame. Family Stadium is the first baseball game that I’ve had some fun with – although I’m not sure if those fully into baseball would agree that it’s better. Remake or remaster? Sports games evolve over time – although minigames should be brought back for them. Official ways to get the game. There is no official way to get Family Stadium 64
  11. Chopper Attack JP release: 28th November 1997 NA release: 16th June 1998 PAL release: 1st September 1888 Developer: Seta Publisher: Seta (JP), Midway (NA), GT (PAL) N64 Magazine Score: 81% Chopper Attack (or Wild Choppers) is a game that’s clearly inspired by the [Terrain] Strike series of games. It’s a helicopter shoot-’em-up across eight missions. Each mission will give you certain enemies to destroy, although some you have to wipe out everything. The controls make use of the N64 controller well – the C-buttons move while the analogue stick aims (although there’s no option to disable inverted aiming). There is, however, one important feature of a helicopter missing: controlling altitude. You’ll automatically move up based on terrain. Enemies don’t have the same limitations, so you have to awkwardly try to aim at them – a big problem because the crosshair isn’t pointing at where you’ll fire. Enemies range from other aircraft to tanks, with soldiers also trying to take potshots at you. One really frustrating enemy is a giant Rambo-like man that grabs of your helicopter, messing your controls and missiles up. On top of your shield, you also need to keep an eye on your fuel – take too long to finish a mission and you’ll fail. You also have an assortment of weapons to choose from. Your performance in one level will affect how much money you can spend on weapons on the next. Those range to ground or air missiles, to other non-homing bombs and cluster missiles. The missions rarely set themselves apart and the graphics are just ugly, coming across very poor for an N64 game. It’s all really muddy, blurry textures and levels are brown or grey. The story barely exists, even though the game treats the briefings in a very serious manner. You shoot one group of enemies and then a second group of enemies. The last mission is only available if you play on hard. Like Aero Fighters Assault, aliens are suddenly involved, so your helicopter is sent to the moon on its own to save humanity. The moon doesn’t play or look any differently, and the alien ships are just random geometry. Chopper Attack is a game where you can have a bit of fun with the gameplay, but only in short blasts as he game has no variety. Remake or remaster? Just a standard emulated re-release is fine. Official ways to get the game. There is no official way to get Chopper Attack
  12. Sumo 64 JP release: 28th November 1997 PAL release: N/A NA release: N/A Developer: Bottom Up Publisher: Bottom Up Original Name: 64 Ōzumō N64 Magazine Score: 90% N64 Magazine gave this Japanese-only sumo wrestling a rather impressive 90%. Even so, I was surprised as to how much I actually enjoyed this. Unfortunately, there is no fan patch for this game but thankfully Google Lens did a pretty good job at translating the dialogue – it was a bit odd in places, but I got the general gist of it. And, surprisingly, there really is a lot of dialogue, as this has a fully fledged story mode – not just pitting you against other fighters like every other fighting game, but a proper story about you joining the professional Sumo wrestling and your life outside of the ring. You’ll encounter good or bad events based on how you perform in the matches. Each match is extremely short but very fast paced. The game suggests optimal moves, but you can also do your own thing. To be completely honest, I wasn’t entirely sure what I was doing most of the time and there was a lot of button mashing, but I did deduce that there was a rhythm to the fighting, and performing moves in time to your opponent’s bar flashing is what triggers your finishing moves. The matches are only on average 30 seconds but extremely frantic and they are surprisingly a lot of fun. As you defeat higher ranked opponents, you’ll gain stars which let you achieve a higher rank, with your goal being to be the best Sumo wrestler. After each tournament, you can also play a minigame. There are five minigames: sleeping, eating, training, jumping and fishing. The first four are short, enjoyable distractions while I couldn’t figure out the fishing at all. They’re a nice, relaxing change of pace for a quick breather before the next tournament. Sleeping has you rolling around a little island collecting stars, eating has a judge calling out food you need to grab before your opponent, training is a “simon says” and jumping has you moon jumping high in the air, bouncing off trampolines and clouds as you pop balloons. Between some individual matches and tournaments, you’ll progress in the story. To begin with, it seems like a bunch of random events as your character interacts with a few different girls (eventually going on dates with all of them), rivals and a few other characters. I am not sure how much your performance in the game affects the outcome, but one girl (Akira) eventually suggests marriage – which was surprising as my main character had stood her up on two dates. On one, he overslept, on another, he forgot and had a date with someone else. The only direct choice was choosing your response to the marriage, although I suspect that saying you want to concentrate on your Sumo for now has the same end result, as if you say yes, Akira suggests waiting until you’re at the top anyway. However, the encounters and dialogue are charming on their own. As you approach the high ranks, the story becomes more plot focused as you get attacked and then discover a “Dark Sumo” illegal gambling ring. You shut it down (you still have no input on this, it’s just dialogue) and the leader vows revenge – which he does on his wedding day as he kidnaps your wife. The ending is both utterly absurd and wonderfully charming at the same time as you have your final fight with this villain and his “ultimate body”. Sumo 64 is a combination of really enjoyable short fighting mixed with charming dialogue (which would probably be even better if it got a proper translation). If you understand Japanese or are willing to point your phone at your TV a lot, this is a surprisingly great game. Remake or remaster? There is another Sumo game in this series on N64, so a compilation of both with a proper translation would be grea Official ways to get the game. There is no official way to get Sumo 64
  13. Automobili Lamborghini NA release: 22st November 1997 PAL release: 1st December 1997 JP release: May 1998 Developer: Titua Publisher: Titus N64 Magazine Score: 67% Another car racing game, and this one is a mixed bag. It’s an arcade-style racer but everyone begins on the starting line (so it’s not a catchup game), and it has an “arcade” mode with a timer and a tournament without. But parts of the game just don’t quite gel with other parts. One thing I was surprised about was that, despite the name, this game isn’t entirely about Lamborghinis. You start off with two of them, plus a bunch of cars which are Lambo-inspired in different colours. However, you then unlock other cars from other manufacturers: Farrari, Bugatti, Porche, Dodge and McLaren. When playing in the Lamborghinis, I found the game to be immensely difficult, and once racers got ahead, there is generally no way to catch up. Once I’d got other cars, the game was much easier. So it seems like the Lamborghinis in Automobili Lamborghini are the worst cars in the game, which is surprising considering the tie in. The handling is very arcadey, and it felt rather nice to turn around corners. It’s possibly my favourite handling in a car game so far on the N64. This then feels really odd due to the pit stop mechanic where your tyres will wear out and you’ll need to play a pit stop minigame. This bit of “realism” feels really at odds with the rest of the game – although you can turn it off. There are only six tracks, none of which are memorable and the game overall just has a really dull feeling to it, it never feels speedy or exciting. The Japanese version (called Super Speed Race 64) has a few extra features, such as fog and night time racing, but it doesn’t help the overall experience. Remake or Remaster? Nothing really needs doing with this, it doesn’t do anything specifically interesting, although a collection of the Super Speed Race series of games would be good for preservation. Official ways to get the game. There is no official way to get Automobili Lamborghini
  14. In terms of design, Treecko is by far the best, with Mudkip also being good. Torchic looks more like a "early, easy to catch" Pokémon with its very simple design rather than a starter. For the middle and end evolutions, they all look rather awful, with the exception of Grovyle. I do remember Treecko and Torchic being big parts of the show, from what I remember, Treecko leaves when it evolves, while Torchic's penis-shaped evolution stays around a while. Mudkip was just comic relief (I think Brock had one, but out of his water Pokémon, I remember a lilypad one more).
  15. Diddy Kong Racing PAL release: 21st November 1997 JP release: 21st November 1997 NA release: 24th November 1997 Developer: Rare Publisher: Nintendo N64 Magazine Score: 90% Pretty much all racing games on the N64 so far have the same problem: there’s not a lot of progression for a single player, and you can do everything in a couple of hours. Some of them focused on being great in multiplayer (like Mario Kart 64) but there wasn’t a lot of choice for singleplayer. Which is where Diddy Kong Racing comes in, as it has a very meaty singleplayer campaign with an adventure mode where you find tracks within its hub world. It’s a neat area to explore, although a lot smaller than I remember it being. You’ll find four doors with balloon requirements (which you get from winning races or finding them in the world), with a fifth world hidden until you defeat five bosses. They start out simple at first: you have to win each race individually then defeat the boss in a race. Do that, and it gets much more challenging. You’ll be tasked with finding 8 coins in each race. However, finding them isn’t enough as you still have to win, and then defeat a harder version of the boss. Diddy Kong Racing is a difficult and brutal game and you’ll need to learn its tricks (such as letting go of the accelerator just before boosting) to have a chance of winning. Once you defeat a boss a second time, you then complete in a tournament across the four tracks. There’s also a key hidden in one level of each world to unlock a battle mode challenge. Oh, and also time trail challenges. Once you’ve done all that and defeated the evil Wizpig, it’s time for Adventure Two. This is a mirror mode version of the game, although the silver coins are now in more difficult places. Of course, this amount of content wouldn’t be anything if the game wasn’t fun to play. And thankfully, it is fun. Levels use three vehicles: car, hovercraft and plane. The car and plane are very easy to use, while the hovercraft is more difficult. When you repeat tracks (or choose to play outside Adventure mode), some levels let you pick your vehicle – with some restrictions on a per-level basis – and it’s great having multiple types of vehicles racing alongside each other. One let-down in DKR are the characters. None of them are bad in terms of a design perspective – and this is the first appearance of Banjo (without Kazooie, although some of his voice clips sound like her) and Conker, but they’re a bit too varied in terms of ability, so the game’s difficulty will vary a lot based on who you pick, with Pipsy being the best for hitting boosts (plus the silver coins). The weapon system sets itself apart from other kart racers. Instead of giving you random items, the balloons providing items are colour coded for specific items. Collecting one of the same type you already have will also upgrade the item. Diddy Kong Racing is still a great game, and the only kart game that’s come close to it for single-player is Sonic Racing Transformed (which also had three vehicle types, but it was specific to the part of the track you were on). It set itself apart from Mario Kart 64 and I actually prefer this one. Remake or Remaster? If not a sequel, then Diddy Kong Racing deserves a remake. It would look gorgeous with a Mario Kart 8 style sheen to it and some updates to the control and balance would be great, with some additional options. While it would be nice for all characters to return, I’d still be very happy with the game even if they had to replace most of them. The Switch seemed perfect due to the system’s portability and how it doesn’t have its own Mario Kart. Official ways to get the game. There is no official way to get Diddy Kong Racing Re-releases 2007: Diddy Kong Racing DS (Banjo and Conker replaced with Dixie Kong and a tall, teenage Tiny Kong, coin challenges replaced with tapping balloons).
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