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Feel like you're underselling the NSO version. Because you can play it online, which is a huge deal! The randomness feels cheap when playing with computers, but with 3 other people, it adds to the funny.

That said, 2 and 3 are far better due to the items, which add a much needed element of strategy.

Also Bumper Balls sucks. If 2 people are even remotely competent, the game will end in a draw every time! Don't believe me? Ask S.C.G, BowserBasher, or Dcubed. Awful minigame!

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The Mario Party series is amongst the finest series of local multiplayer games ever made in the history of the medium.  Literally anyone can pick it up, understand it at a basic level and have a great time.  While more experienced players, who have an in-depth grasp of how its more intricate mechanics work, will generally win more often; any player has a legitimate chance of victory.

 

Despite outward appearances, Mario Party is actually not a board game in the traditional sense.  At the most fundamental level, Mario Party is a strategy game that is about risk and resource management.  The goal is to manage and increase your resources, while mitigating your own risk and actively increasing the risk of your opponent’s gameplay; by screwing them over as hard as humanly possible.  It is a beautiful social nightmare of a game that encourages you to be as evil as possible, where you are forced into situations where you have to make uneasy political alliances that advantage yourself, while selectively targeting players who may have an advantage elsewhere.  The social element is the true essence of what makes Mario Party so brilliant, and its reliance on omnipresent randomness is what allows the social aspect of that gameplay to work.  For however best laid your plans might be, you ultimately have to think on your feet and adapt to the unpredictable situation at hand.  You may even end up intentionally throwing the game and sacrificing yourself, just to screw over a particular rival and ensure they don’t win.

 

Mario Party is a game with literally endless replay value, with copious turnaround mechanics that mean you can’t ever predict how each match will play out; which makes every game exciting.  No two games will ever play out the same way, and never will that social element ever grow dull.  Mario Party is bullshit, and that’s what makes it brilliant.  It’s also what makes it an utterly miserable and mind numbing single player experience, despite being an incredible multiplayer game.

 

While the first game may come across as rather basic compared to its sequels (indeed, the lack of items does cripple its strategic potential in comparison to later games in the series; because it really was just that groundbreaking of a mechanical addition), the first game has such an incredible mean streak with its board and minigame design that it offers a unique flavour, even in a series with no less than 16 entries at this point.  Every Mario Party game is unique and well worth playing today, and this first game (along with every other game in the series) has remained in my regular multiplayer rotation for the past 26 years for a damn good reason.  It is simply local multiplayer gaming at its absolute finest, and it (along with its two N64 sequels) represent the absolute apex of multiplayer games of that console and indeed the entire console generation.

 

It’s certainly not perfect, indeed, quite a few of its minigames are outright poorly designed, such as Bumper Balls (which is basically guaranteed to end in a draw if two players are even remotely competent), or Piranha Plant Pursuit (a guaranteed victory for the lone player unless they actively try to lose), but those flaws are indeed part of the bullshit that makes Mario Party such a legendary multiplayer title and series as a whole.  I wouldn’t change a thing about it :D

6 hours ago, Glen-i said:

Feel like you're underselling the NSO version. Because you can play it online, which is a huge deal! The randomness feels cheap when playing with computers, but with 3 other people, it adds to the funny.

That said, 2 and 3 are far better due to the items, which add a much needed element of strategy.

Also Bumper Balls sucks. If 2 people are even remotely competent, the game will end in a draw every time! Don't believe me? Ask S.C.G, BowserBasher, or Dcubed. Awful minigame!

You have to remember that @Cube is approaching the game as an IRL board game aficionado, so naturally he’s gonna detest the random elements of the game; despite that being an inherent facet of the series’ game design.

Mario Party is not a straight board-game simulator though.  It’s a party video game first and foremost that happens to have a board game theme; and the key element of its strategy gameplay comes in the form of risk management.  It would never work as an IRL board game, and that’s the point.

Edited by Dcubed
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23 hours ago, Cube said:

I suppose if someone is near the star and has 10-19 coins, you can attempt to sabotage them, but they ultimately feel fairly pointless.

Oh sweet innocent child. @Glen-i, @Dcubed get a load of this guy. He’s never played with us. Sabotage in a mini game is the least of your problems :bouncy:

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I am a bit snobbish about board games, I appreciate what Mario Party does, it just isn't what I like.

South Park
 

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  • NA release: 21st December 1998
  • PAL release: 3rd May 1999
  • JP release: N/A
  • Developer: Iguana
  • Publisher: Acclaim
  • N64 Magazine Score: 73%

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When it comes to replaying old games, the worst ones to get through aren’t the bad games, but rather those that are just immensely boring, and unfortunately South Park is one of the most boring games I’ve ever played, so much that I was fed up of it before the end of the first level.

South Park avoids being terrible because it’s based on Turok. It was created by the same company alongside Turok 2, running on the same engine. This also brings along its disadvantages, such as the obscene fog, something that is far more egregious in the straightforward, bland and empty environments of South Park.

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You play as Cartman, Kyle, Kenny and the other kid from South Park. A comet is causing strange things to attack the town. Chef provides exposition, and that’s about it for the characters and story (there are a lot of characters in the multiplayer, so it’s a bit odd they’re not used in the story). The voice acting itself is true to the show, but lines are repeated so often (and enemy sound effects are so annoying) that I turned down the voice and sound effects half way into the first level.

You play as all four kids as once. As you swap weapons, you’ll transform into the relevant kid that has that weapon. It’s a really odd system and ultimately makes it feel like you’re not really controlling any of them.

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While the kinds of enemies change throughout the game (one type per set of levels that make up an “episode”), they mostly consist of two types. There are the basic minions, which generally just run towards you making annoying noises, you’ll have to kill hundreds in each level. I was bored of killing turkeys before the end of the first level. The only slightly interesting enemies are the toys in the final episode.

Then there are the tanks. They spawn more minions while making a dash for the start of the level. If they reach the start, they’ll disappear and at the end of the level you’ll have to defend South Park from them.

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The weapons are the most interesting thing in the game. Some, like the dodgeball, you can even catch to regain ammo. There’s a rocket launcher using cows, an alien dance weapon, a sniper chicken that shoot eggs and other whacky weapons. As this was made so early in the show’s life, it may have been the only part where the developers could be creative.

Ultimately, the incredibly tedious level design makes this a chore to play. The levels don’t have anything interesting in them, and the vast, empty spaces and fog means that even though the levels are liner, there are arrows dotted across the map to show you where you need to go. South Park isn’t terrible, but worse: it’s mind-numbingly boring.

Quote

Then, an hour later, you face what must be the one-hundred wave of brown-feathered birdies, whose only behavioural pattern turns out to be taking one look at you and then homing on in. None of the sinister intelligence that made GoldenEye or Turok 2 so complex in involving, and a solid-gold guarantee that round the next corner will be more of the same, 20 times over.

- James Ashton, N64 Magazine #25

Remake or Remaster?

Perhaps a collection of South Park games, although none reviewed well until recently.

Official Ways to get the game

There’s no official way to play South Park.

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  • Cube changed the title to South Park - All N64 Games

I’m gonna confess something… I actually liked South Park 64 as a kid.

It was just fun to mess around with the various weapons (like the Yellow Snowball and the Cow Zapper) and its various cheat codes.

It’s not a great game, clearly made in a hurry and on a budget of a half-eaten packet of crisps + the 50p found down the side of the sofa, but there’s some basic fun to be had with its core mechanics.  That’s not something that can be said with all licensed games, and there are certainly far worse South Park games out there.

Edited by Dcubed
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Goemon’s Great Adventure
 

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  • JP release: 23rd December 1998
  • PAL release: 18th June 1999
  • NA release: 15th September 1999
  • Developer: Konami
  • Publisher: Konami
  • N64 Magazine Score: 69%

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While this was called “Mystical Ninja 2 Starring Goemon”, I’ll be sticking with the US name of “Goemon’s Great Adventure” as it’s very different from the first game, being a level-based 2D platformer rather than a 3D platformer/RPG taking place across a vast connected world.

While the story is still a bit silly, it also comes across as a bit more generic, trying to stop a demon from escaping from the underworld, nothing truly as bizarre as the first game.

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At first, I hated Goemon’s Great Adventure. The jumps felt needlessly difficult and I found some hidden collectibles only to find I couldn’t make it back to the main path. Eventually, I figured out the double jump (you need to press A again immediately after jumping, not at the apex of the jump) and had a ton more fun.

It’s a decent platformer that can be played in 2-player coop (or a strange 4-player coop if you fully complete everything). Some of the jump do feel a little bit off, and I occasionally found jumps not happening and falling into a put instead. The “UFO-shaped platform” that lets you change character was very common for causing this to happen.

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You can swap between four characters, which have different abilities. Goemon’s jump, however, is just too vital for most of the game, so while it’s nice to see enemies get sliced apart from a sword, I only used another character for the underwater sections (as Goemon can’t swim underwater).

To progress to the next level, you just need to reach the end of the level, but you also need to keep an eye out for entry passes, as gates will block your progress without them. Some are hidden in levels, while others are done by completing missions found in the village levels (which are little explorable hubs). There’s also a day/night cycle which causes ghosts to spawn at night, making the game even more challenging.

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The bosses are imaginative, but tend to just have one trick that you have to do a few too many times, so they go on a little bit too long. After these bosses, which take place at the end of long, challenging castle levels, is a fight with giant robots.

These are very similar to the ones in the first game, and I’m still not overly fond of them. Your opponent has far too much health and some attacks can’t be dodged unless you charge up your super weapon at the right moment, which requires memorising movements and activating it before they start charging up their special attack.

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For me, this was a big let down after how much I loved the first N64 Goemon game. The first truly felt like a grand adventure, while this comes across as more muted. The platforming is well done and part of my issues are just that I don’t like it as much as 3D platforming, however even outside of this, everything, including the story, just doesn’t seem as grand.

Quote

Goemon 2 is not a brave attempt to ‘focus gameplay’, or a return to old-school values, it’s simply misguided, annoying and, at heart, too simplistic and too ordinary. Which is something Goemon and his friends have never been. Here’s hoping for a return to form next time around.

- Jes Bickham, N64 Magazine #29

Remake or Remaster?

A Goemon collection would still be great.

Official Ways to get the game

There’s no official way to play Goemon’s Great Adventure.

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  • Cube changed the title to Goemon’s Great Adventure - All N64 Games

This is another one of the major 3rd party N64 games I’ve not played yet.  Unlike Mischief Makers though, I actually have a good reason for not playing it yet… it’s mad expensive on the second hand market! (Currently averaging around £110-125 on eBay).

Really hope this one comes to NSO at some point… was always upset that it skipped the VC (despite Bomberman 64 making it).

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Resort King 64
 

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  • JP release: 24th December 1998
  • PAL release: N/A
  • NA release: N/A
  • Developer: Taito
  • Publisher: Taito
  • Original Name: Bakushō Jinsei 64: Mezase! Resort Ō
  • N64 Magazine Score: N/A

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Resort King 64 (or Life of Explosive Laughter 64: Aim to be Resort King! for the full translated name – I like to simplify names for a “what if it released over here” name). Is a digital board game that is heavily based on one of the worst board games of all time: Monopoly. However, while Monopoly is used as a basis, there is a lot more to this game and you can still win if you make terrible rolls.

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The roll and move aspect is still here, unfortunately, with the main types of spaces to land on are shops and houses. Shops are fairly simple: if someone lands on them, they give you money, and they also generate their own income.

Houses aren’t rented out like in Monopoly, so people landing on your houses don’t lose any money. Instead, you need to buy two spaces next to each other and merge them (which demolishes the houses) and the next time you land on them, you can build a hotel. However, as other players can to a “forced takeover” for 3x the original price, you’ll often find that a merged space is no longer yours by the time you next get to it.

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There are also multiple kinds of random events. There are space on the board where you draw an event card. Right after I got my first property, I got one that forced me to sell a property. There are ones like “it’s your birthday, get money form other players” and one where a nuke going off nearby forced everyone to lower prices to attract customers.

Every few turns are also other events (like natural disasters) that impact the pricing of various things or change taxes, and if you have a shop of hotel, random events can happen that can lead to good or bad outcomes.

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One thing that did impress me was how the CPU players were implemented. The CPU character list is separate from the player one, and they all have their own style of dialogue and will comment on events throughout the game. It’s a simple thing that massively improves playing against CPU players. This is something more digital board games should do.

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One big aspect of the game is stocks. You can invest in other players, which increases your capital if they own more stuff. The game shows you how much money you have on hand, plus your total assets. The goal of the game is to reach a certain amount of money, which triggers the end of the game when they reach the bank. I invested in the right person early on and managed to win the game, despite having a single shop and no other properties.

Resort King still isn’t a good game, but it’s a significant improvement over Monopoly. There are also multiple boards (some with unique spaces) and a tournament to work though, so there is variation between games.

Remake or Remaster?

This is more of a curiosity.

Official Ways to get the game

There’s no official way to play Resort King 64

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  • Cube changed the title to Resort King 64 - All N64 Games

Stocks you say? My inner Boom Street fan is tingling :hehe:

Seriously, how have we not gotten a new Itadaki/Boom Street game on Switch yet!? The sheer mismanagement and incompetence at S-E to not make it happen is astounding!

Edited by Dcubed
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Chameleon Twist 2
 

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  • JP release: 25th December 1998
  • PAL release: March 1999
  • NA release: 14th April 1999
  • Developer: Japan System Supply
  • Publisher: Sunsoft
  • N64 Magazine Score: 55%

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The first Chameleon Twist was a game with interesting but fiddly moves that weren’t used to their full potential, so I was hoping that the sequel would fix these issues. Chameleon Twist 2 adds two new moves: you can spin vertically on some bars now, and you can use a parasol to glide. Unfortunately, the issues of the first persist.

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Chameleon Twist 2 is a bit longer than the first game, but still incredibly short. This game also drops the multiplayer component completely. The levels are now in more open areas rather than inside small rooms, however this just means loads of random floating platforms, often without rhyme or reason. The levels just feel thrown together without any thought for how they flow.

This haphazard level design is not helped by the most common “puzzle” type in the game: at many points, you’ll have multiple platforms to choose from. One will take you to the next part, the others will kill you, it’s just trial and error.

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The camera also remains fixed. You can zoom our slightly and nudge it to the left or right, but you can’t rotate it. You’re entirely reliant on the game’s choice of camera angles, which are pretty bad for the most part. This makes the fiddly process of lining up your tongue more difficult than it should be, not helped by having low margin from touching your target and pressing A to rotate around it, so you’ll often latch on and then jump to your death.

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Chameleon Twist still has some interesting ideas and is a good concept, but it does not pull it off very well. The first had the excuse of still being an early N64 title, but Chameleon Twist 2 had plenty to learn from when it started development.

Quote

Twist 1’s camera was a nightmare, but the sequel is like having a nightmare and waking up to find Shane Richie in your bed. Bizarrely, the game defies convention by refusing to let you rotate the view around the main character. Thanks to this semi-fixed angle, even running in a straight line and performing simple jumps becomes taxing.

- Mark Green, N64 Magazine #26

Remake or Remaster?

Merging both into one game and making it work a lot better would allow this game to have a chance – but really, this tongue-based platforming needs to be redone from scratch

Official Ways to get the game

There’s no official way to play Chameleon Twist 

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  • Cube changed the title to Chameleon Twist 2 - All N64 Games
18 minutes ago, Glen-i said:

Well, at least the playable character actually looks like a bloody chameleon this time!

This is something they only did for the Western release - the Japanese version still features the same strange design as the first game. So they only thought about making the character look like a Chameleon after they released it. 

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2 hours ago, Cube said:

This is something they only did for the Western release - the Japanese version still features the same strange design as the first game. So they only thought about making the character look like a Chameleon after they released it. 

I defy anyone to claim that isn't a change for the better.
Basing something off of the coolest animal, and then going with that design is a crime.

Edited by Glen-i
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Big Mountain 2000
 

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  • JP release: 26th December 1998
  • NA release: 10th October 2000
  • PAL release: N/A
  • Developer: Imagineer
  • Publisher: Imagineer (JP), SouthPeak (NA)
  • N64 Magazine Score: 71%

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1080° is built from quality stuff, Snowboard Kids is a lot of fun and Twisted Edge is dodgy, but has a few almost neat ideas. Big Mountain 2000, however, is just completely bland. There are a bunch of uninteresting characters to choose from, and a whopping four courses with nothing to make them feel distinct from each other.

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The biggest difference is that you can choose between snowboarding and skiing. The turning feels slightly different, but otherwise they play in the same way. If you turn too much, you’ll fall over, so you’ll need to use A to brake to balance yourself (yes, it feels really odd – B is also jump).

As you travel down the courses, you’ll be able to do tricks (like many other snowboarding games on the N64, it’s simply better to not do so) and at random points you’ll just fall over for no reason whatsoever.

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In order to inflate the length of the game to around one hour, your characters start off awful. Play matches and you’ll randomly get upgrades to your stats until you can win everything. There are three kinds of race, a basic race and two types slalom races, and you need to get first on all in both snowboard and ski on the first three tracks to unlock the fourth – that’s a lot of repetition on three similar tracks.

Big Mountain 2000 isn’t broken or buggy or terribly designed, it’s just bland. This also likely felt extremely dated when it came out in the USA roughly two years after the Japanese release (called Snow Speeder).

Quote

Five minutes after you walk away you’ll be struggling to remember you’ve played it.

- James Ashton, N64 Magazine #26

Remake or Remaster?

There’s nothing special about this.

Official Ways to get the game

There’s no official way to play Big Mountain 2000

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  • Cube changed the title to Big Mountain 2000 - All N64 Games
3 hours ago, Dcubed said:

The box art kind of tells you everything you need to know about this game.

Can’t call it false advertising!

Look, I love me some hand drawn box art, but you need to get some really high quality artists there, because, well...

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What's wrong with your face?

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Shin Nippon Pro Wrestling: Toukon Road 2: Next Generation
 

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  • JP release: 26th December 1998
  • NA release: N/A
  • PAL release: N/A
  • Developer: Yuke’s
  • Publisher: Hudson
  • N64 Magazine Score: N/A

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An update to the previous Japanese-only wrestling game. This seems to have more features and the presentation is even nicer. Once again, there’s something about the movement of the game – from the breathing of the characters to the bounciness of the ring, that makes it feel so much more alive than other wrestling games.

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The wrestler introductions are also rather impressive, with great music (there’s great music throughout the whole game) and each wrestler having extra clothing for their walk to the ring. It helps to make a single match feel like an event.

There are plenty of moves and you can “shuffle” moves from one wrestler onto another – still, this would have really benefited from a character creator.

Remake or remaster?

It’s an interesting novelty in itself, but other than a translation, doesn’t need anything else.

Official Ways to get the game

There’s no official way to play Shin Nippon Pro Wrestling: Toukon Road 2: Next Generation

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  • Cube changed the title to Toukon Road 2: Next Generation - All N64 Games
On 23/06/2024 at 10:46 PM, Cube said:

Ultimately, the incredibly tedious level design makes this a chore to play. The levels don’t have anything interesting in them, and the vast, empty spaces and fog means that even though the levels are liner, there are arrows dotted across the map to show you where you need to go. South Park isn’t terrible, but worse: it’s mind-numbingly boring.

Oh wow I completely agree.  Even scoring in the 70s I thought I may get some enjoyment out of this, but boy was I wrong!  I remember finding the later levels incredibly difficult too, and never could defeat the final boss.  I’m hazy in the details but seem to recall getting there and needing a certain gun due to the lack of damage most of the others caused, but I had such little ammunition I could never defeat it and by that stage I’d been so drained of enthusiasm I quickly gave in.

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BattleTanx
 

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  • NA release: 29th December 1998
  • JP release: N/A
  • PAL release: N/A
  • Developer: The 3DO Company
  • Publisher: The 3DO Company
  • N64 Magazine Score: 74%

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In the future year of 2001, a virus will ravage the Earth and have a 98% death rate amongst “females”. The governments of the world tried to create “quarantine zones” to protect the “females”. The men of the world aren’t happy and civil wars break out, eventually some people get their hands on nuke and a nuclear war started.

After the dust settles, there are millions of men but only 50,000 “females” (the game keeps using that one term and I found it odd). Without the guidance of women, men have reverted to tribal instincts and have formed gangs. Thankfully, there are hundreds and hundreds of working tanks for them all to use. One man, Griffin, is trying to make it to the quarantine zone in order to find his wife.

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BattleTanx is an over-the-top arcade-style tank game. While the plot is presented in a serious manner, the gameplay itself is silly and fun. It’s mainly focused on multiplayer, but there’s still a campaign to work through, using a mixture of modes. You get to control one of two types of tank. The BattleTanx is the main tank, but in some stages you also get to defend your base using a tank attached to a rail.

I was initially annoyed that I couldn’t aim my tank’s cannon while the AI could, but I found out (a bit too late) that different control methods did allow this to happen.

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Two of the modes you’ll encounter are quite straightforward: either kill all enemy tanks or get to the end of the level. Another has you using the rail tank to defend against waves of enemies. The better you do, the more tanks you’ll have on your side in the next level.

The maps themselves are nicely detailed and manage to look distinct from each other (even if some things, like the lights in Vegas working, make no sense). The buildings are destructible and can even form new paths. There are power-ups, health and weapons to find amongst the rubble, too.

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The main mode is essentially “capture the flag”, with “Queen Lords” (a female that each gang has) instead of flags. You need to blow up the enemy bases, kidnap the woman and return her to your base. The game says you’re “rescuing” them, but it semes dubious.

While the serious story and the “Queen Lord” part are a bit strange, especially as they’re mainly done to justify the gameplay, it’s a really fun multiplayer game. I do find it odd that this was never released in Europe – N64 Mag expected it to come out in March 1999, so there were definitely plans to do so.

Quote

It’s good, unfussy fun, mind, and with the story becoming ever more ludicrous as you progress, you’ll find, despite being able to complete the game in a day, you won’t be able to hate Battletanx. Instead, you’ll wish that there was a bit more to it.

- Tim Weaver, N64 Magazine #26

Remake or remaster?

A remastered collection of both games would be nice, especially as the game would benefit from an online mode.

Official Ways to get the game

There’s no official way to play BattleTanx

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  • Cube changed the title to BattleTanx - All N64 Games
5 hours ago, Cube said:

In the future year of 2001, a virus will ravage the Earth and have a 98% death rate amongst “females”. The governments of the world tried to create “quarantine zones” to protect the “females”. The men of the world aren’t happy and civil wars break out, eventually some people get their hands on nuke and a nuclear war started.

After the dust settles, there are millions of men but only 50,000 “females” (the game keeps using that one term and I found it odd). Without the guidance of women, men have reverted to tribal instincts and have formed gangs. Thankfully, there are hundreds and hundreds of working tanks for them all to use. One man, Griffin, is trying to make it to the quarantine zone in order to find his wife.

Sounds like they predicted the modern Incel movement to a tee :laughing:

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Vivid Dolls
 

Due to the adult nature of this game, I'm going to add it to a spoiler box. 

 

Spoiler

 

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  • JP release: December 1998 (Arcade)
  • JP release: N/A
  • PAL release: N/A
  • Developer: Visco
  • Publisher: Visco
  • N64 Magazine Score: N/A

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A game running on Seta’s N64-based Aleck 64 arcade cabinet, this is something that Nintendo probably wouldn’t have allowed on the N64 itself – a porn game. Throughout the game, you’ll get to see three images of each of the 8 girls in the game, with the final one being topless. You can play by yourself, or have a second player join you (the emulator I used had a slight visual issue, so the lines aren’t supposed to be there).

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The gameplay of the game is simply and something I’ve definitely played before (I can’t remember where, but likely a minigame in something else). There’s a blurred image in the background, and you start off with a square. You move away from the square and draw a line until you make your way back to an uncovered part of the image to score points and reveal that portions. However, there are enemies that get in your way.

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The versions of the game I’ve played before feature just simple bouncing enemies that break your line if they bounce into it, but here they’re more like enemies from a 2D arcade shooter, reacting in different ways and some having projectiles to shoot at you. You have to figure out their movements and plan your route to avoid them while making the biggest shape you can. Lose three lives and you’ll have to put more money in to carry on.

vivid-010.jpg

When you get close to finishing the image, you beat that stage and you’ll get to see the full picture, with roses flashing up on screen like fireworks.

It’s a very simple game, but also a simple contempt that just works really well. The different enemies keeps things varied a bit and this is the best version of this particular minigame that I’ve played. While this game was mainly to make money from people wanting to see boobs, it would still be a fun game if it was just some generic background instead.

Remake or remaster?

You know, I’d like to see a small downloadable game that makes this particular game style and does some interesting stuff with it. I do think more could be done with it. No need for porn in it, though.

Official Ways to get the game

There’s no official way to play Vivid Dolls.

 

 

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  • Cube changed the title to Vivid Dolls - All N64 Games
Posted (edited)
8 hours ago, Cube said:

The gameplay of the game is simply and something I’ve definitely played before (I can’t remember where, but likely a minigame in something else). There’s a blurred image in the background, and you start off with a square. You move away from the square and draw a line until you make your way back to an uncovered part of the image to score points and reveal that portions. However, there are enemies that get in your way.

You're thinking of Taito's Qix.  This game is basically softcore porn Qix.

Funnily enough, this isn't the first time somebody made a softcore porn take on Taito's game... of all companies, Namco took a stab at the concept with an arcade game called Dancing Eyes in 1996 (though I don't believe there's any actual nudity, there's definitely visible underwear and a certain luridness about the game).

Edited by Dcubed
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