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Posted
7 hours ago, Dcubed said:

Pokemon Stadium 2 (or 3, if you live in Japan), is an excellent expansion pack to Pokemon G/S/C.  But without that Transfer Pak support? It really is utterly crippled as a standalone purchase.

Luckily the minigames are all top-shelf, making it a worthwhile multiplayer party game on NSO, but without the ability to transfer your 'mons back and forth between the GB games? You lose about 90% of its intended use.  Real shame, because it compliments those GB games real nicely; and it was an absolute must-buy for fans of the GB games back in the day.

I remember paying 70 bones for an imported AUS version from GameStation back in the day. Did the game even officially release in Yurop? 

Posted
13 minutes ago, Nicktendo said:

I remember paying 70 bones for an imported AUS version from GameStation back in the day. Did the game even officially release in Yurop? 

It came out in October 2021, 6 months after the Aussie version and 7 months after the US one (as well as 1 month after the GameCube had already launched in Japan!).

Posted

I had Pokémon Stadium 2 back in the day.

Really cool minigames (Mr.Mime's is absolutely fantastic), incredibly challenging Gym Leaders (PS1 had some bullshit difficulty, but PS2 had some brutal, calculated difficulty, with well-thought teams), the fun Challenge Cup (where rental Pokémon were randomly assigned to you), and it even allowed me to use Mystery Gift on the N64 itself! For a kid like me without Game Boy Colour (the device's infrared reader was required to activate Mystery Gift), that was a heck of a cool feature.

But now, the only reason I ever booted it up on the NSO was to play some minigames. Who knows, maybe some day I'll get the itch to re-engage with the battle system, but it's hard to tell.

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Posted

Indiana Jones and the Infernal Machine
 

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  • NA release: 15th December 2000
  • JP release: N/A
  • EU release: N/A
  • Developer: LucasArts, Factor 5
  • Publisher: LucasArts
  • N64 Magazine Score: 81%

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Looking back at N64 Magazine regarding this game is a bit confusing. In Europe, this was due to come out in September 2001. THQ then informed N64 magazine that the release date was pushed forward to June 2001, which is what issue their review was posted in. Yet, despite the PAL version being finished, it never came. I quickly checked the following few issues for a mention of the game not appearing on shelves, but there’s no mention of a delay or cancellation – there was even a guide in their August 2001 issue. It was a game I was interested in, but in, but wasn’t on my list to buy – although it turns out that I wouldn’t have been able to buy it anyway.

Indiana Jones and the Infernal Machine was a mixture of a Tomb Raider style platformer and a point and click adventure. It’s a nice idea, but the flaws of each part of the game really work against each other.

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The original PC version of Infernal Machine used tank controls, but Indy is given proper analogue control for the N64 port, while the “place camera behind Indy” button also allows for strafing to line up shots, which does feel a bit awkward. While generally moving around feels much nicer on the N64, you still need to be immensely precise, which can lead to a lot of frustrations – Indy really needed to be able to grab ledges even when he’s slightly to the side. Incidentally, the modern control options in the Tomb Raider remasters also faced the same criticisms, as those games were designed around tank controls.

What makes the platforming even worse is the camera. It’s very, very close to Indy and points straight forward. In a great many rooms and areas, platforms you need to jump up to are just out of view. You can stop moving and use a slow first person camera, but even then, ledges can blend in with the ceiling. I had to keep looking up videos, as I was constantly missing things that really shouldn’t be part of the challenge.

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Infernal Machine also employs point & click puzzle elements, where you have to find objects and work out what to use them on. One reason this mechanic works really well in puzzle games, is that it’s easy to identify what objects you can interact with, and it’s easy to test out objects on other objects. But not in Infernal Machine. The “take” button is often a pain to make appear – interacting with objects as a whole requires you to be standing on the exact pixel the game wants you to be on. This isn’t just a faff in picking things up, but using items to interact with objects. You can use the right thing, but because you’re slightly at the wrong angle, it just seems like you used the wrong item.

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Take the lagoon level. It’s set in a place that had some WWII conflict, with some boats and planes crashed. After a few lengthy puzzles and an underwater maze, you unlock a secret tunnel to some kind of underwater temple. When you get there, the door is shut. However, there’s no switch. Hopefully you found a rusty hammer in the underwater maze, as you’ll need to use it on a sunken plane to break off a part of the propeller, and then use the propeller on the door. While doing this, I also found another annoyance with items: on top of needing to be in a very precise location, you also need to remember to holster your weapon, as if you use an item while you’re holding something, the game will act in the same way as using an item in the wrong place. Incidentally, I was holding a machete, which seems like a much better instrument to use to pry open doors than a propeller you smashed off a wet, rusty plane with a rusty hammer.

These obscure puzzle things work fine in 2D point & click adventures, because you can easily highlight objects that can be interacted with, you’ll be given hints as you interact with the various items, and if all else fails, it’s easy to test every object with other objects. In a 3D world like this, it’s just frustrating.

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Combat comes across fine, with Indy automatically targeting enemies. Your revolver is your main weapon due to infinite ammo, but you can also find other weapons to use. Your biggest threat isn’t other humans, but small wildlife – particularly spiders. They’re small, hard to see, come out of nowhere, and will poison Indy, so make sure you get loads of anti-venom kits. I also found it amusing that the water sections don’t just have mines and sharks, but they had to add piranhas as well.

All of this is a great shame, as buried beneath this frustration is a great Indiana Jones adventure. The story is intriguing and fully voice acted (although, due to the compression, the lack of subtitles is a hindrance), and you can tell that, if some parts were smoothed out, it could be a ton of fun. A few of the later levels add vehicles to the mix, such as using a jeep for a chase, or having to hop in and out of a minecart to adjust its route through the level, and it would be nice to see this in a tidied up package.

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Fine

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So there you have it. Indiana Jones and the Infernal Machine is, at its core, a polished Tomb Raider. As such, it’s never going to be as smooth or as compelling as Zelda, but if you’re itching for some decent 3D platforming action, you can’t really go wrong here. And let’s face it, until Luigi’s Mansion – or whatever it’s called – arrives, you haven’t really got much choice…

Jes Bickham, N64 Magazine #55

Remake or remaster?

This would benefit massively from a remaster. Camera control would help massively along with widening the area for grabs and interacting with items – and perhaps add something to highlight what can be interacted with. Perhaps an “intuition” button that highlights objects that can be used.

Official Ways to get the game

The original PC version is on GoG, with some support for higher resolutions, but has no proper upgrades. It also includes the latest official patch, which breaks the game on level 7, so you still need to track down an unofficial patch.

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Posted
22 hours ago, Ashley said:

Oh no I wasn't thinking of a NSO version of the original two games, but rather you take your gen 1/2 Pokémon from an existing Switch game (say Scarlet/Violet) and transfer them to the NSO stadiums. 

Again, Game Freak won't do that but was curious what issues may arise from it. 

Cheers!

Oh, that's definitely do-able. HOME lets you actually edit a Pokemon's moves in the app itself. It even lets you use TM moves if you already taught it said move in the game it came from.

Again, the stats would have to be recalculated, but if it's going straight to Stadium, I don't see it as unreasonable to just max out the EV's for use in that.

Again though, depends on how easy it is to edit the NSO app with data from HOME.

Posted
1 hour ago, Glen-i said:

Oh, that's definitely do-able. HOME lets you actually edit a Pokemon's moves in the app itself. It even lets you use TM moves if you already taught it said move in the game it came from.

Again, the stats would have to be recalculated, but if it's going straight to Stadium, I don't see it as unreasonable to just max out the EV's for use in that.

Again though, depends on how easy it is to edit the NSO app with data from HOME.

"Why does it say I have three notifications?... Oh I see"

Good to know it is possible, but alas I doubt it'll happen. 

Posted

Star Wars Episode I: Battle for Naboo 
 

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  • NA release: 15th December 2000
  • EU release: 30th March 2001
  • JP release: N/A
  • Developer: Factor 5
  • Publisher: LucasArts (NA), THQ (PAL)
  • N64 Magazine Score: 78%

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The Rogue Squadron trilogy is a much loved series of games, I’ve referred to them as such myself. This means that, like many others, I’m guilty of completely overlooking Episode 1: Battle for Naboo. This takes complaints people had about the first Rogue Squadron and improves on it, with a story about almost entirely new characters showing some of the stuff that happened on Naboo during the course of the first film. Due to this, you get to play as the remnants of the army becoming freedom fighters, trying to help others along the way (and sometimes, choosing not to help due to more pressing matters).

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Battle for Naboo has less focus on escort missions than Rogue Squadron does, and the ones that do, they seem to be a bit more lenient, giving you a bit more freedom to go ahead to take out threats. There’s one where you have to protect a transport, but the radar shows the next tank to take out instead. A few aren’t really escort missions, either, you’re told to make sure your captain stays alive and it’s more a case of “don’t purposefully blow him up”. You go on the offensive a lot more than in Rogue Squadron.

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Something else that helps a lot with variety are the different kinds of vehicles. On top fighters (of which there are only a few), you also have ground vehicles and a boat. Some missions are entirely focused on one type, while others have you change part way through. One mission gives you the choice of being entirely on the ground or up in the air. Battle for Naboo also has an adaptive difficulty system, so the game will keep tweaking the difficulty to try and keep you on your toes, or relax a bit if you’re struggling. These factors make replaying the game more interesting.

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The one complaint I do have, is that some enemy fighters seem to take a few too many hits, but that’s really a minor thing, as dogfights are still a lot of fun. Battle for Naboo is probably overlooked after the hype for Episode 1 died down, and people didn’t think much of it. Despite what you think of the film, this is very much worth playing.

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Fave

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By the time you finish each stage, you’ll have covered a huge amount of ground and engaged in some pretty nasty firefights. It’s this kind of in-depth scenario which eventually swings things in Naboo’s favour. Perseverance, it seems, brings great reward, as the intricate design of each mission, and ultimately the plot itself, eventually manage to make the game utterly compelling.

Geraint Evans, N64 Magazine #53

Remake or remaster?

This should definitely get a remaster alongside the Rogue Squadron games.

Official Ways to get the game

There is no official way to play Battle for Naboo – not even the old PC version is on GoG like Rogue Squadron.

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Posted

I really should get round to getting Battle for Nabou.  I have no idea why I don’t have it, I mean, it’s more Rogue Squadron; can’t go wrong with that!

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Posted

Polaris SnoCross
 

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  • NA release: 27th December 2000
  • EU release: N/A
  • JP release: N/A
  • Developer: Vicarious Visions
  • Publisher: Vatical Entertainment
  • N64 Magazine Score: 57%

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I’ve never driven a snowmobile, but if SnoCross is accurate in any way, they feel exactly like a motocross bike. This is pretty much a motocross game with white textures instead of brown dirt, and not a particularly good one. Movement feels extremely choppy and inaccurate, no matter which snowmobile you use, and it never feels like you have much control over anything.

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On the five cross country tracks, this isn’t an issue. Just hold A and you’ll pretty much be fine, you’ll bash off stuff and be pushed forward into the track, often accidentally finding shortcuts, and doing pretty well. The tracks themselves are fairly boring, with very little to tell them apart. The pop-in also doesn’t help matters, as you can’t see that much, and you can never tell if part of the track is a shortcut or a bit of the wall you can’t access.

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SnoCross tracks are like stadium motocross tracks, with big mounds to drive over. The physics here feel completely different – one slight brush against the wall and you’re falling off your snowmobile. It’s really odd how these walls are more punishing. All with the exception of the final SnoCross track, which has physics like the cross country tracks and, as a result, is the easiest track of the game.

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If you really wanted a Snowmobile racing game, this is just about fine, but it’s just a poor Motorcross game with a different skin.

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Poor

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As racers go, Polaris is strictly middle-of the-road, and is reasonably comparable in style to bumpy off-roaders like Excitebike. However, there’s a much greater emphasis on having the best tool for the job – selecting a lightweight, nippy tyke of a sled is spot on for a twisty course where a meatier beast might send you ploughing into the walls.

Alan Maddrell, N64 Magaizine #54

Remake or remaster?

There’s nothing interesting here.

Official Ways to get the game

There is no official way to play Polaris SnoCross.

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Posted

Animal Leader
 

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  • NA release: N/A
  • EU release: N/A
  • JP release: N/A
  • Developer: Intelligent Systems
  • Publisher: Nintendo
  • N64 Magazine Score: N/A

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I won’t be delving too much into playing this game. Animal Leader was a curious game that kept coming up in N64 Magazines. However, as it was nearing completion, Nintendo were deciding which N64 projects were going to move to the GameCube, and Animal Leader ended up being one of those, being renamed to Cubivore. I wonder if the whole cube aesthetic was what made them pick this game to be moved over.

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A prototype N64 version of the game was found, and it was almost finished. As not a lot has changed between the two versions (other than making the cubes a bit smoother, like dice, and the main character’s head being more of a cube instead of having a snout), I’ll be playing that version properly, as it also happens to be in English. I think it’s still interesting to see which games were moved and working out why – some games (like Eternal Darkness and Dinosaur Planet) likely needed the extra development time, while Animal Leader was moved for other reasons.

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The game has you controlling animals made up of blocks. You roam each level in order to kill animals and absorb a block from them that gives you a power, sometimes just affecting how you move. You’ll also need to find mates to produce more powerful offspring. It all seems fascinating, and I’m looking forward to trying out the GameCube version.

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Fun

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It’s difficult to get excited about Animal Leader based on static screenshots alone. But, in motion, this bizarre and hugely stylized cross between Pokémon and Silicon Valley is a truly bewitching experience.

N64 Magazine #52

Should it be finished?

It was, just on GameCube instead.

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Posted

Worth noting that Cubivore also has the distinction of being not only the rarest and most expensive game on the second hand market for the Gamecube, it also has the rare distinction of being a first party title that was not published by NOA/NOE outside of Japan (with Atlus choosing to do the honours instead).

Not only did it never get released for the N64, it barely got released for the Gamecube!

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Posted

Conker’s Bad Fur Day 
 

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  • NA release: 5th March 2001
  • EU release: 13th April 2001
  • JP release: N/A
  • Developer: Rare
  • Publisher: Rare (NA), THQ (EU)
  • N64 Magazine Score: 89%

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During the course of the N64’s life, Rare showed off Twelve Tales: Conker 64 , a cutesy 3D platformer starring the squirrel from Diddy Kong Racing. With Banjo-Kazooie and Donkey Kong 64 already announced, people noted how many cute 3D mascot platformers Rare were making. Due to this criticism, Conker’s game was transformed. It was still a mascot platformer, but not a child friendly one. Instead, it was full of gore, swearing, and obvious sex references.

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The plot is wonderfully ridiculous: a panther king spills his milk due to a broken leg on his table. His insane scientist deduces that the missing height perfectly matches a squirrel. That said, it takes a while for this plot to reach Conker, who goes the wrong way on a drunken stumble home and gets caught in all sorts of things, like hatching a dinosaur, becoming a vampire bat, making a shy sunflower giggle to bounce on her breasts, and fighting an opera singing giant poo. All mixed in with a ton of film references from the era (luckily, for the game, extremely memorable films that are still notable today).

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The biggest flaw of Conker’s Bad Fur Day is, sadly, the gameplay. The moving and jumping isn’t as refined as Rare’s other platformers in the system. The game does alleviate this with the large variety of things you’ll be doing in the game, so you’re playing the game in slightly different ways all the way through. The last few chapters are shooting segments, and these are, unfortunately, the worst parts to play as they don’t utilise the N64 controller well at all.

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Conker’s Bad Fur Day is a hilarious and amusing game, which makes it even more of a shame that it’s so clunky to actually play.

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Fun

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Although this in itself is quite a linear premise, the important thing about Conker is that it never seems simple while you’re playing. Each and every puzzle or test of joypad dexterity you encounter is vastly different from the previous one, and requires you to think differently every time. One moment you’ll be trying to figure out how to climb a dragon’s snot-covered tongue, the next you’ll be racing around at high speed, attempting to smack unruly cavemen with the business end of a frying pan.

Geraint Evans, N64 Magazine #53

Remake or remaster?

The Xbox Remake refines the gameplay, and I would personally recommend that version over this (unless you want the multiplayer mode from the original). The shooting sections are proper third person shooter sections as well, which is a big improvement. The downside is the increased censorship, but there’s really only one moment where it is noticeable. With people accusing the Rare Replay version of extra censorship, I think people forgot how much was bleeped in the original. It looks great, running in HD on newer Xbox consoles, although a widescreen update (with the original amount of bleeping) would be very welcome.

Official Ways to get the game

The original can be purchased on Xbox One/Series as part of Rare Replay, and the remake, Conker Live & Reloaded, is also available on Xbox One/Series.

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Posted

I played live and reloaded on the Xbox years ago and was dissapointed when they censored all the swearing while they left it uncensored in the N64 version. Still played it though, was really fun.

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Posted

Hoping, and kinda expecting, that Conker comes to the Nintendo Switch Online.

I played through it again on N64 only a few years ago and I still absolutely love it 😃

The structure of the game is much more to my liking than the sprawling and confusing vastness of Banjo-Tooie and I'll never regret choosing Conker over Tooie all those years ago, despite being one of Banjo-Kazooie's biggest fans!

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Posted

I really enjoyed Cubivore on GameCube. It looked bland and uninspiring back actually the simplicity of the blocks made it easy to tell how ‘large’ each creature was and meant it couldn’t be challenged that said creature didn’t look like it’s real-life counterpart, as it quite clearly just gave a suggestion on what the creature was and wasn’t trying to accurately portray anything.  Great find in playing an N64 prototype!

 

It’s quite clear I’m a Conker fan, and how this made its way into the N64 in the form it did I still can’t quite believe.  It’s very Rare-esque with its humour, just dialled right up!

I still recall this having a room full of students in hooked and in fits of laughter when played in single player at my school(!). I can recall very few games getting such a captive audience!

I agree with your thoughts on some of the gameplay issues.  I recall the camera being frustrating at times, and despite most areas being fairly linear in nature there were a few times I couldn’t work out where I was going.  It was so much about the variety and set pieces though.

I enjoyed the switch about halfway though as well, where it suddenly got a lot darker.  All the time still not for kids, the first half felt more juvenile compared to the humour and tones of the second half.  Would love to see this on NSO and a proper sequel at some point in the future.

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Posted (edited)

I never really had any issues with the controls in CBFD.  Yes, Conker isn't as graceful to control as Banjo, but the levels are designed around his more limited moveset.

What CBFD doesn't get enough credit for is just how many different styles and genres of gameplay are represented in this game.  One moment it's a 3D platformer, the next it's a hoverboard racing game, then it turns into a 3D Tank Shooter and then into an over-the-shoulder 3rd person shooter (Long before RE4 popularised the format; hell, RE4 even stole CBFD's laser sight! Let alone its camera perspective!)

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May well have been the first of its kind!

There's at least 6 entire game's worth of gameplay mechanics and gameplay engines crammed in here.  CBFD isn't so much a 3D platformer as it is a huge mismash of different genres in one.  It feels like a game that took 5 odd years to make, and that's because it did!  It is, without a doubt, the single most impressive game for the console from a design and technical perspective.

Anyway, I have to shout out the incredible Director's Commentary series of gameplay videos put out by Chris Seavor around 10 odd years ago.  Some really fun game design insight and a great laugh as you watch how shit he is at playing his own game :D

More than 10 years on, and he still hasn't finished his playthrough!

The part where they all rant on about the Xbox One always-online debacle at Robin Beanland's expense (who was still under Rare's employ at the time and couldn't say anything) always cracks me up :D

Edited by Dcubed
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Posted

Aidyn Chronicles: The First Mage

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  • NA release: 14th March 2001
  • EU release: 3rd August 2001
  • JP release: N/A
  • Developer: H2O Entertainment
  • Publisher: THQ
  • N64 Magazine Score: 60%

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A large RPG, a genre the N64 didn’t have much of. The world and story of Aidyn is definitely a curious one, but I really couldn’t stand playing much of this. Aidyn demonstrates the importance that sound can have to a game, as the deathly silence of Aidyn Chronicles immensely disturbed not just me, but my fiancée as well. So I’m going to recount the very start of the game, which was far longer than it had any right to be.

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The game starts off with an in-engine cutscene. There are subtitles, but no audio, which is a really annoying way to watch a cutscene. The more standard RPG method of letting the player choose to progress text is thankfully used elsewhere. One other thing I noticed is that the music was just really bland background music, it doesn’t change to portray the emotion of the scene, which is really noticeable with how the cutscenes are presented in a cinematic manner.

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When you do take control of Alaron, you wander around a wood until you get attacked by goblins, a fight you have to lose. The battle system is lifted from Quest 64, but I’ll go into it later on. After another oddly quiet cutscene, you have to make it through a forest to find your way home. There’s no music, and almost no sound effects. The lack of sound is immensely depressing, which isn’t the tone of the game. It’s very easy to miss one of the waymarkers, and the map is horrible.

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I eventually made it home to the castle, where I had to meet the king. The camera while inside is horrible, using badly placed fixed cameras that miss important areas. I managed to walk right through the throne room, as the camera didn’t bother to reveal the side of the room with the throne, it just looked like a corridor. I spent ages wandering around until I found the king. The goblins had poisoned you, and you need to travel to another city to get cured.

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You then have to pick your squad, which is another nightmare of trying to navigate the castle. The map contains no room names and doesn’t show your location, so it isn’t much help. One of the characters mentioned that Alaron childhood friend/rival – the prince – was waiting in the training room, but the room marked “training room” was their armoury, and I never found his location. From the dialogue and mismatched names, I thought it was a bad translation, but the game was developed in English. I eventually picked my three squadmates, and set up on my epic journey.

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Just outside the main gates, I encounter the first proper battle: a pack of wolves. The battle system is likely Quest 64’s, where you can move within a circle during each character’s turn, and choose which attack or action to perform. Everyone is very, very good at dodging, so the battle took forever. The wolves were slightly better at dodging, so they took out two of my squadmates. After the battle, I discovered that all deaths are permanent: half of my party was gone, just outside the main gates of the first village.

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Due to the elongated and extremely difficult battles (it’s hard to come up with tactics when most attacks miss), as well as the depressing atmosphere from the lack of sounds, I ended up giving up on the game there. I’m sure there’s some fascinating story and characters here, but the whole game was grating on me.

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Poor

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In fact, we feel a little guilty knocking Aidyn, as it does try really hard. There is a big old world out there, and parts of it are pretty. But with a hero who runs like his legs are broken lolly sticks, outlandish combat, and no idea of where you’re going half the time, Aidyn Chronicles is a decidedly mixed bag. Most of us should steer well clear, but if you simply must have an RPG no matter what we say, you could do a lot worse.

Alan Maddrell, N64 Magazine #55

Remake or remaster?

There’s some promise in the game, a remake (even keeping a simpler N64 style presentation) could fix a ton of issues, and make the game much nicer to play. There’s some interesting stuff in here. There are also some fan patches that change up a few things and add more features.

Official Ways to get the game

There is no official way to play Aidyn Chronicles: The First Mage

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Posted
3 hours ago, Dcubed said:

Anyway, I have to shout out the incredible Director's Commentary series of gameplay videos put out by Chris Seavor around 10 odd years ago.  Some really fun game design insight and a great laugh as you watch how shit he is at playing his own game :D

More than 10 years on, and he still hasn't finished his playthrough!

The part where they all rant on about the Xbox One always-online debacle at Robin Beanland's expense (who was still under Rare's employ at the time and couldn't say anything) always cracks me up :D

Is it still worth starting to watch it if they never finished? 
 

I loved Bad Fur Day. I hated the Saving Private Ryan (I assume it was that film) level though. Man that frustrated me so much. Hope this does make it to NSO so I can have another play. Still have my copy but it’s probably a hassle to get a N64 hooked up to a tele nowadays. 

Posted (edited)
15 minutes ago, BowserBasher said:

Is it still worth starting to watch it if they never finished?
 

I loved Bad Fur Day. I hated the Saving Private Ryan (I assume it was that film) level though. Man that frustrated me so much. Hope this does make it to NSO so I can have another play. Still have my copy but it’s probably a hassle to get a N64 hooked up to a tele nowadays. 

Hell yeah it’s worth a watch.  It’s hilarious, just keep in mind that it came out in 2013 originally; so a lot of the Xbox/Rare goss won’t make as much sense out of its original zeitgeist.

And yeah, it can be a bit of an arse getting an ‘ol ‘64 hooked up to a modern telly that only has HDMI ports… I’m sure it’ll come to NSO before long though.

Edited by Dcubed
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Posted

Power Pros Baseball Basic Edition 2001
 

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  • JP release: 29th March 2001
  • EU release: N/A
  • NA release: N/A
  • Developer: Diamond Head
  • Publisher: Konami
  • Original Name: Jikkyou Powerful Pro Yakyuu Basic Ban 2001
  • N64 Magazine Score: N/A

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There’s not really much to say about this. The gameplay is the same as the last few Power Pros games, however, this one is lacking the RPG mode, which is the reasoning for the “Basic Edition” part of the name. It still has the management mode, so it’s not entirely stripped down.

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Poor

Remake or remaster?

The latest game should get an international release.

Official Ways to get the game

There is no official way to play Power Pros 2001

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