Previously: 2016 2017 2018 2019 2020 2021 2022
* indicates a repeat
1~51
1. Super Hero Operations (PS1)
2. Lil' Gator Game (PC)
3. Disco Elysium: The Final Cut (PC)
4. Dragon Quest VII (PS1)
5. Dragon Quest III (SFC)
6. Dragon Quest VIII (PS2)
7. Dragon Quest Monsters (GBC)
8. Mario Party 6 (GC)
9. Last Bible 3 (SFC)
10. Mario Party 4 (GC)
11. Kirby and the Forgotten Land (Switch)
12. Final Fantasy: Mystic Quest (SFC)
13. Chrono Trigger (SFC) *
14. BoxBoy + BoxGirl! (Switch)
15. The Murder of Sonic The Hedgehog (PC)
16. SaGa (GB)
17. Wario Land 3 (GBC) *
18. Sutte Hakkun (SFC)
19. Kane & Lynch 2 (PC)
20. Burger Time Deluxe (GB)
21. Super Mario Advance 4: World e+ (GBA)
22. Bomberman GB 2 (GB)
23. Mario Party 5 (GC)
24. Klonoa: door to phantomile (PS1)
25. Mario Party 7 (GC)
26. Mario Party (N64) *
27. Crash Bash (PS1)
28. Balan Wonderworld (PS4)
29. From TV Animation One Piece Tobidase Kaizokudan! (PS1)
30. One Piece Pirate Warriors 3 (Vita)
31. Atelier Iris: Grand Phantasm (PS2)
32. Mana Khemia: Alchemists of Al-Revis (PS2)
33. Mana Khemia 2: Fall of Alchemy (PS2)
34. Crusader of Centy (Genesis)
35. Shadow Hearts (PS2)
36. White Album (PS3)
37. Shadow Hearts 2 (PS2)
38. Shadow Hearts: From the New World (PS2)
39. The Hunt for the Red October (GB)
40. Wild Arms (PS1)
41. Wild Arms 2 (PS1)
42. Custom Robo V2 (N64)
43. Mischief Makers (N64)
44. Quest 64 (N64)
45. Maximo Vs. Army of Zin (PS2)
46. Klonoa 2: Lunatea's Veil (PS2)
47. Moguuru Dabas (PocketStation)
48. Legend of Dragoon (PS1)
49. Gyakuten Saiban (GBA) *
50. Gyakuten Saiban 2 (GBA) *
51. Yoshi's Cookie (GB)
2. Lil' Gator Game (PC)
3. Disco Elysium: The Final Cut (PC)
4. Dragon Quest VII (PS1)
5. Dragon Quest III (SFC)
6. Dragon Quest VIII (PS2)
7. Dragon Quest Monsters (GBC)
8. Mario Party 6 (GC)
9. Last Bible 3 (SFC)
10. Mario Party 4 (GC)
11. Kirby and the Forgotten Land (Switch)
12. Final Fantasy: Mystic Quest (SFC)
13. Chrono Trigger (SFC) *
14. BoxBoy + BoxGirl! (Switch)
15. The Murder of Sonic The Hedgehog (PC)
16. SaGa (GB)
17. Wario Land 3 (GBC) *
18. Sutte Hakkun (SFC)
19. Kane & Lynch 2 (PC)
20. Burger Time Deluxe (GB)
21. Super Mario Advance 4: World e+ (GBA)
22. Bomberman GB 2 (GB)
23. Mario Party 5 (GC)
24. Klonoa: door to phantomile (PS1)
25. Mario Party 7 (GC)
26. Mario Party (N64) *
27. Crash Bash (PS1)
28. Balan Wonderworld (PS4)
29. From TV Animation One Piece Tobidase Kaizokudan! (PS1)
30. One Piece Pirate Warriors 3 (Vita)
31. Atelier Iris: Grand Phantasm (PS2)
32. Mana Khemia: Alchemists of Al-Revis (PS2)
33. Mana Khemia 2: Fall of Alchemy (PS2)
34. Crusader of Centy (Genesis)
35. Shadow Hearts (PS2)
36. White Album (PS3)
37. Shadow Hearts 2 (PS2)
38. Shadow Hearts: From the New World (PS2)
39. The Hunt for the Red October (GB)
40. Wild Arms (PS1)
41. Wild Arms 2 (PS1)
42. Custom Robo V2 (N64)
43. Mischief Makers (N64)
44. Quest 64 (N64)
45. Maximo Vs. Army of Zin (PS2)
46. Klonoa 2: Lunatea's Veil (PS2)
47. Moguuru Dabas (PocketStation)
48. Legend of Dragoon (PS1)
49. Gyakuten Saiban (GBA) *
50. Gyakuten Saiban 2 (GBA) *
51. Yoshi's Cookie (GB)
52. Gyakuten Saiban 3 (GBA) *
53. Pokemon Gold (GBC)
54. Beltlogger 9 (PS1)
55. 64 De Hakken!! Tamagotchi: Minna De Tamagotchi World (N64)
56. Koudelka (PS1)
57. Pilotwings 64 (N64)
58. Mickey's Speedway USA (N64)
59. Boku No Natsuyasumi (PS1)
60. Pokemon Stadium: Gold & Silver (N64)
61. Chicory: A Colorful Tale (Switch)
62. Pokemon Stadium 2 (N64)
63. Pokemon Yellow (GB) *
In the big string of old Pokemon I’ve been playing lately, I had a real hankering to play through the first gen of Pokemon again. It’s also been a *very* long time since I’ve played Yellow in particular, and last time I didn’t even use Pikachu in my party! It so happened that I also needed more TMs to complete a team of Pokemon for more Pokemon Stadium nonsense, so this all made for the perfect excuse to track down a cheap copy of Yellow and give it a proper playthrough this time~. It took me around 21 hours to beat the Champion, and I played through the Japanese version on real hardware (with a team of Pikachu, Blastoise, Hitmonlee, Mr Mime, Fearow, and Rhydon). A note before I begin is that I have already reviewd gen 1 Pokemon very recently, so I’m not going to be quite as exhaustive here, and I’m mainly going to be comparing it to that review or referring back to descriptions/statements made there previously (as I see little reason to just type out all the same stuff all over again for the heck of it).
The story of Yellow is more or less the same as the original story in Red & Green, but with some interesting new twists. The whole gimmick of Yellow (or as it’s known here, “Pocket Monsters: Pikachu”) is that it’s the first Pokemon game but remade to be a bit more like the anime, and it achieves that about as well as it reasonably can, for better or worse. You don’t get a choice of starter, and instead you just get a Pikachu at the start. You not only can’t evolve this Pikachu, but he’ll also follow you around on the map, just like Pikachu does with Ash in the anime. You also have a few new touches, like Jessie & James (with their anime appropriate team) fighting you here and there, and a few characters like Brock and Misty having a more anime-appropriate outfit, but overall it’s still the same game, just with a few new touches.
Gameplay wise, Pokemon Yellow still has all of the fundamental issues with balancing that the original Pokemon Red & Green have, so I’m not going to go over them again here. The important thing that *is* different, however, is that the game has been rebalanced in ways big and small to make it overall significantly harder. Some of these are the result of the base premise. You have only a Pikachu, so the first gym that has only rock/ground type Pokemon are REALLY good against your starter. If you don’t know that there’s a rare chance to get a fighting type Mankey in a side route on your way there, you’re gonna have a HECK of a difficult time beating the very first gym (as I did) because you’re fighting with a type disadvantage and a Pokemon that can’t evolve. Then there are changes in making certain gym leaders and such have teams more accurate to how they are in the anime, so Lt. Surge is actually made quite a bit easier due to the fact that his whole team now only consists of one quite burly Raichu.
The other changes are more present in the later half of the game, with basically every gym from the fifth one onward having VERY significant power increases compared to the original Red & Green. Up through the Elite Four and even the champion, everyone has Pokemon roughly ten to fifteen levels higher than they usually do, and many of them have better put together teams as well. It makes for an interesting change to the normal Pokemon formula, sure, but I’m not sure I’d really call it “better” per se. Pokemon, especially with the very limited tool set of first gen stuff, isn’t something that often benefits significantly from being much harder games in this fashion, as all it really amounts to is making the player grind more as well as forcing them down choosing more optimal teams (rather than teams of interesting makeups or weird gimmicks). It’s not an impossibly hard game, sure, as I still beat this in the same amount of time that it took me to beat Green, even with my weirdo team full of sub-optimal move sets, but it’s still definitely more frustrating and less fun as a result of just how sudden a jump in difficulty so many of those late game gym leaders are (especially compared to the relatively unchanged levels of the Pokemon leading up to them).
Aesthetically, this game is pretty much still just what Red & Green were with a few changes here and there. On the smaller side, we have some slight adjustments to environments. As mentioned earlier, we also have some new character sprites here and there to get them more up to form with the anime, and there’s even a new song or two put in to accommodate new characters like Jessie & James (who have their own theme when they confront you for a battle). On the more drastic end, EVERY Pokemon has been given a new front-facing sprite, though their back sprites (the ones you see when you use them) are still unchanged. This has the upshot of making everything look a lot more like what it looked like in the increasingly codified key art of the time, but it also does take away a lot of the janky charm that original Pokemon had with all of the weird, disparate art that it had. It also has the unintended side effect of a fair few of the back sprites looking VERY odd compared to the front sprites, because some of these changes are so drastic that the old back sprites just don’t look very cohesive anymore compared to their front views. Overall, it’s a bit of a mixed bag, but I don’t think I’d call much any of it outright good or bad. It’ll really depend on what you like in particular about aesthetics of Pokemon of this era on if you like or dislike these changes.
Verdict: Hesitantly Recommended. While this certainly isn’t a bad game and it isn’t even a bad version of gen 1 Pokemon to play, I’d still very strongly hesitate recommending it, especially to a first-time player of this generation. While a lot of the balancing changes are going to likely be interesting to an experienced player, they’re just going to make the experience more frustrating and grindy to someone unfamiliar with the first Pokemon games. Aesthetic changes aside, this just isn’t a very great way to experience how the original Pokemon games were, and while this is still a neat and fun time in places, I found it to be a simply inferior experience compared to just playing the original Red & Green (which, over here at least, are just as common and just as cheap to get your hands on).
The story of Yellow is more or less the same as the original story in Red & Green, but with some interesting new twists. The whole gimmick of Yellow (or as it’s known here, “Pocket Monsters: Pikachu”) is that it’s the first Pokemon game but remade to be a bit more like the anime, and it achieves that about as well as it reasonably can, for better or worse. You don’t get a choice of starter, and instead you just get a Pikachu at the start. You not only can’t evolve this Pikachu, but he’ll also follow you around on the map, just like Pikachu does with Ash in the anime. You also have a few new touches, like Jessie & James (with their anime appropriate team) fighting you here and there, and a few characters like Brock and Misty having a more anime-appropriate outfit, but overall it’s still the same game, just with a few new touches.
Gameplay wise, Pokemon Yellow still has all of the fundamental issues with balancing that the original Pokemon Red & Green have, so I’m not going to go over them again here. The important thing that *is* different, however, is that the game has been rebalanced in ways big and small to make it overall significantly harder. Some of these are the result of the base premise. You have only a Pikachu, so the first gym that has only rock/ground type Pokemon are REALLY good against your starter. If you don’t know that there’s a rare chance to get a fighting type Mankey in a side route on your way there, you’re gonna have a HECK of a difficult time beating the very first gym (as I did) because you’re fighting with a type disadvantage and a Pokemon that can’t evolve. Then there are changes in making certain gym leaders and such have teams more accurate to how they are in the anime, so Lt. Surge is actually made quite a bit easier due to the fact that his whole team now only consists of one quite burly Raichu.
The other changes are more present in the later half of the game, with basically every gym from the fifth one onward having VERY significant power increases compared to the original Red & Green. Up through the Elite Four and even the champion, everyone has Pokemon roughly ten to fifteen levels higher than they usually do, and many of them have better put together teams as well. It makes for an interesting change to the normal Pokemon formula, sure, but I’m not sure I’d really call it “better” per se. Pokemon, especially with the very limited tool set of first gen stuff, isn’t something that often benefits significantly from being much harder games in this fashion, as all it really amounts to is making the player grind more as well as forcing them down choosing more optimal teams (rather than teams of interesting makeups or weird gimmicks). It’s not an impossibly hard game, sure, as I still beat this in the same amount of time that it took me to beat Green, even with my weirdo team full of sub-optimal move sets, but it’s still definitely more frustrating and less fun as a result of just how sudden a jump in difficulty so many of those late game gym leaders are (especially compared to the relatively unchanged levels of the Pokemon leading up to them).
Aesthetically, this game is pretty much still just what Red & Green were with a few changes here and there. On the smaller side, we have some slight adjustments to environments. As mentioned earlier, we also have some new character sprites here and there to get them more up to form with the anime, and there’s even a new song or two put in to accommodate new characters like Jessie & James (who have their own theme when they confront you for a battle). On the more drastic end, EVERY Pokemon has been given a new front-facing sprite, though their back sprites (the ones you see when you use them) are still unchanged. This has the upshot of making everything look a lot more like what it looked like in the increasingly codified key art of the time, but it also does take away a lot of the janky charm that original Pokemon had with all of the weird, disparate art that it had. It also has the unintended side effect of a fair few of the back sprites looking VERY odd compared to the front sprites, because some of these changes are so drastic that the old back sprites just don’t look very cohesive anymore compared to their front views. Overall, it’s a bit of a mixed bag, but I don’t think I’d call much any of it outright good or bad. It’ll really depend on what you like in particular about aesthetics of Pokemon of this era on if you like or dislike these changes.
Verdict: Hesitantly Recommended. While this certainly isn’t a bad game and it isn’t even a bad version of gen 1 Pokemon to play, I’d still very strongly hesitate recommending it, especially to a first-time player of this generation. While a lot of the balancing changes are going to likely be interesting to an experienced player, they’re just going to make the experience more frustrating and grindy to someone unfamiliar with the first Pokemon games. Aesthetic changes aside, this just isn’t a very great way to experience how the original Pokemon games were, and while this is still a neat and fun time in places, I found it to be a simply inferior experience compared to just playing the original Red & Green (which, over here at least, are just as common and just as cheap to get your hands on).
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64. Pokemon Stadium (N64)
While going through the effort to finish the two sequels to this game, I naturally thought of this game as well. It’s a game that never came out in English, as it only has 40 Pokemon out of the original 151, and is otherwise *very* content light beyond just free battling. For many years I’d known about this game, but I’d actually always been under the impression that it had no single-player content to speak of at all. Imagine my surprise when, in my researching the other two Pokemon Stadium games, I found that this game does indeed have SOME content to it, and credits to reach! Given that this is a really easily found game for 100 yen, it was a pretty simple choice to run out and grab this so I could get to playing it once I was done with the other two (and it also gave me an extra good excuse to play through Yellow version to get the last few TMs I needed to create my super team for this game’s league~). I played through all four divisions of the the level 1~30 league, and I did it on real hardware. As with the other two Pokemon Stadium games, I can’t really say how long it took me to beat this. Sure, I made it through those four cups in only 3 or 4 hours, but I also used Pokemon from my copies of Green, Gold, and Yellow to win it, and that’s not counting all the time acquiring and training up those Pokemon. This is another one I just can’t really confidently give a “time to beat” for at all, unfortunately.
As with the two sequels to this game, there is no story to speak of with this game. It’s an even more simple version of its successor (the one that DID come out in English), lacking 111 Pokemon or even mini-games to speak of. What it *does* have are some neat tools for looking at your Pokemon if you insert your GameBoy Pokemon game via a Transfer Pak, a way to play those GB Pokemon games via an internal emulator, a free battle mode, and a *small* handful of single-player content. There are two tournaments, one with one division, and one with four, and actually beating either will get you the credits. The former is a level 50~55 league with the Nintendo Cup ’97 ruleset, but the trainers you’re facing in that are entirely teams based on the ’97 championship finalists, so I chose to do the other tournament instead. The other tournament being a cup that uses the Nintendo Cup ’98 rule set (only 33 Pokemon allowed and a level limit of 30).
That choice was made partly because I’m getting a little burned out on Pokemon stuff and partly because I’d yet to make a level 30s team, and that seemed like a neat challenge. But frankly, a more major reason I picked to do only this one was because this game has NO continues, unlike its sequels, so if you lose a match, you need to restart the WHOLE cup over again. Now, by a small miracle of luck (on top of all the effort I put into making my level 30s Alakazam, Jolteon, Tauros, Dugtrio, Starmie, and Exeggutor team as burly and mean as I could), I actually managed to go all four cups completely undefeated. This game *does* have rental Pokemon I could’ve used, but given the penalty for failure (and the small amount of actual content at play), it seemed more reasonable and fun to just make as mean a team as I could for this instead.
I had always written this game off as just an inferior version made totally obsolete by its immediate sequel, but I was very happy to have been proven wrong in that regard. Part of that is due to the later Pokemon Stadium lacking a four cup tournament that uses the ’98 Cup rule set, which makes this game an interesting oddity for that alone. However, the much bigger point of interest that I discovered is that, unlike the second Pokemon Stadium game, this game *actually* plays just like the Red & Green era GameBoy games do. Pokemon Stadium 2 starts making a lot of changes to Pokemon fix up bugs in the original GB games, and that ends up making it a weird sort of half-step between the first and second generation Pokemon games. This game, however, is JUST like the GameBoy games, warts and all. The biggest ones I noticed are that psychic types are immune to ghost moves and hyper beam doesn’t need a turn of recharge if it gets a kill or misses. They’re ultimately very small changes, but they’re things I encountered a *lot* in the second game and I was always second guessing whether or not the rules were actually like the games I trained these Pokemon up in in the first place. While it’s hardly a top-tier selling point, the rule set for this game’s battle system so closely mirroring the games you’d use to play it does make it a worthwhile addition to any Pokemaniac’s shelf alongside its two sequels.
Aesthetically, the game is really just a more simple Pokemon Stadium 2. The models are basically all the same, as are the animations, and there is only one battle field ever used for tournaments and such. The coolest part that I found that’s actually unique to this game is how the tournaments themselves are displayed. After winning a match and “getting a badge”, it actually affixes to an in-game hat your generic player model wears for the duration of that tournament! Not only that, but in the preview shot between you and the person you’re about to fight, it even still has the badges on your profile picture! It’s a very small thing, but it’s something I thought was cool enough to mention here x3
Verdict: Hesitantly Recommended. This is a game I really easily could just not recommend at all, but it’s both so cheap and such a unique little game in its rule set that I think it’s still something cool for big Pokemon fans to check out. Mind you, this still has a lot less content to enjoy than its sequels, as we don’t even have all the Pokemon to play around in in free battle, let alone mini-games at all to play with friends. However, if you’re into competitive Pokemon battling and want a very unique single-player challenge, then this is something you might get a good deal of fun out of (if you’re willing to use a menu translation guide to navigate it, at least ^^;).
As with the two sequels to this game, there is no story to speak of with this game. It’s an even more simple version of its successor (the one that DID come out in English), lacking 111 Pokemon or even mini-games to speak of. What it *does* have are some neat tools for looking at your Pokemon if you insert your GameBoy Pokemon game via a Transfer Pak, a way to play those GB Pokemon games via an internal emulator, a free battle mode, and a *small* handful of single-player content. There are two tournaments, one with one division, and one with four, and actually beating either will get you the credits. The former is a level 50~55 league with the Nintendo Cup ’97 ruleset, but the trainers you’re facing in that are entirely teams based on the ’97 championship finalists, so I chose to do the other tournament instead. The other tournament being a cup that uses the Nintendo Cup ’98 rule set (only 33 Pokemon allowed and a level limit of 30).
That choice was made partly because I’m getting a little burned out on Pokemon stuff and partly because I’d yet to make a level 30s team, and that seemed like a neat challenge. But frankly, a more major reason I picked to do only this one was because this game has NO continues, unlike its sequels, so if you lose a match, you need to restart the WHOLE cup over again. Now, by a small miracle of luck (on top of all the effort I put into making my level 30s Alakazam, Jolteon, Tauros, Dugtrio, Starmie, and Exeggutor team as burly and mean as I could), I actually managed to go all four cups completely undefeated. This game *does* have rental Pokemon I could’ve used, but given the penalty for failure (and the small amount of actual content at play), it seemed more reasonable and fun to just make as mean a team as I could for this instead.
I had always written this game off as just an inferior version made totally obsolete by its immediate sequel, but I was very happy to have been proven wrong in that regard. Part of that is due to the later Pokemon Stadium lacking a four cup tournament that uses the ’98 Cup rule set, which makes this game an interesting oddity for that alone. However, the much bigger point of interest that I discovered is that, unlike the second Pokemon Stadium game, this game *actually* plays just like the Red & Green era GameBoy games do. Pokemon Stadium 2 starts making a lot of changes to Pokemon fix up bugs in the original GB games, and that ends up making it a weird sort of half-step between the first and second generation Pokemon games. This game, however, is JUST like the GameBoy games, warts and all. The biggest ones I noticed are that psychic types are immune to ghost moves and hyper beam doesn’t need a turn of recharge if it gets a kill or misses. They’re ultimately very small changes, but they’re things I encountered a *lot* in the second game and I was always second guessing whether or not the rules were actually like the games I trained these Pokemon up in in the first place. While it’s hardly a top-tier selling point, the rule set for this game’s battle system so closely mirroring the games you’d use to play it does make it a worthwhile addition to any Pokemaniac’s shelf alongside its two sequels.
Aesthetically, the game is really just a more simple Pokemon Stadium 2. The models are basically all the same, as are the animations, and there is only one battle field ever used for tournaments and such. The coolest part that I found that’s actually unique to this game is how the tournaments themselves are displayed. After winning a match and “getting a badge”, it actually affixes to an in-game hat your generic player model wears for the duration of that tournament! Not only that, but in the preview shot between you and the person you’re about to fight, it even still has the badges on your profile picture! It’s a very small thing, but it’s something I thought was cool enough to mention here x3
Verdict: Hesitantly Recommended. This is a game I really easily could just not recommend at all, but it’s both so cheap and such a unique little game in its rule set that I think it’s still something cool for big Pokemon fans to check out. Mind you, this still has a lot less content to enjoy than its sequels, as we don’t even have all the Pokemon to play around in in free battle, let alone mini-games at all to play with friends. However, if you’re into competitive Pokemon battling and want a very unique single-player challenge, then this is something you might get a good deal of fun out of (if you’re willing to use a menu translation guide to navigate it, at least ^^;).
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65. Batman (GB)
A close friend of mine recently came across her old GameBoy stuff in a closet while visiting her parents. Super super kindly of her, she actually sent me the whole bundle as a gift! (She said she was more than happy knowing that they were going to someone who’d enjoy them ^w^). Among that pile of GameBoy goodies was this game~! I’d heard of this game’s NES sibling before, so I knew I was in for a pretty decent if quite challenging time, but I was very surprised to learn that this game is actually completely different from its console big brother! I was super sleep deprived one morning, and a bit lost on what to play next after finishing the last Pokemon Stadium game, so I just popped this in and decided to give it my best shot. Despite how sleepy I was, I managed to beat its 9 stages and 2 boss fight stages in a little over an hour playing the UK version of the game via my Super GameBoy.
This game loosely, VERY loosely, follows the plot of the 80’s Batman movie. Batman overhears there’s a break in at a chemical factory, he goes there and inadvertently creates the Joker, he goes to the museum, he flies the Batwing for a while, and then it’s off to the church for the final battle. This is a 1990 GameBoy game, so there’s virtually no story here in the first place, but the little cutscene shots do look very nice at least, and its an entertaining enough adaptation of the film’s plot, even if it’s not a terribly close one XD
While this game’s NES big brother is more of a Ninja Gaiden-type game, the GameBoy iteration of Batman is much closer to a Mega Man game! You have four worlds with two or three stages in each, and you run from left to right platforming over pits and shooting bad guys with your big bat gun. It’s very clearly a gun and not batarangs, which is pretty weird for a Batman game, admittedly, but it’s just a video game, so I don’t think it matters terribly much XD. The one exception is the Batwing section, where the game briefly becomes a shmup for two stages, where you can mercifully hold (instead of mash) B to shoot backwards and A to shoot forwards.
It’s a pretty damn hard game, as is to be expected from a Sunsoft game of this era. Batman’s jump physics take a little while to get used to, though he does have a good deal of play control to help you out, and you’ll be seeing tricky jumps that can easily lead to your death as early as the first level or so. That said, it’s still put together really well. You can collect powerups to increase the amount of bullets you can have on screen at a time, and there are a pretty good handful of different gun types you can pick up (though they do replace the gun you’re currently using, Contra-style), and different ones have their respective advantages and disadvantages in regards to range and power. It’s also a remarkably forgiving game, as not only do you keep your powerups after dying, you even keep them after *continuing* (though I didn’t get a chance to test how many continues you get). Batman even has four hits between him and death as opposed to just one! While this is a pretty tough game (especially in the boss fights), it’s more than forgiving enough to still keep it fun and not punish you too much for failure, and I really appreciated it for that.
The aesthetics are absolutely fantastic. The graphics are pretty good, having very pretty cutscene frames as well as very well done little Batman and enemy sprites. The game also thankfully runs great, and I never experienced any issues with chugging frame rates due to things being too busy, even in the auto-scroller levels. The music is the real star of the show here, though. The whole sound track kicks mad amounts of ass, even for a Sunsoft game of the era (for whom awesome soundtracks were nothing rare). The music is so good that I wanted to keep playing more if only to hear successive stages’ music tracks XD. While I’m hardly a walking encyclopedia of GameBoy music, this has easily gotta be one of the best sound tracks on the system, which is doubly impressive for a game that came out barely a year into the system’s life span.
Verdict: Highly Recommended. While it’s a bit short, this is still an awesome little action game for the platform. The hard difficulty may be a turn off for some, but the forgiving death mechanics go a long way towards making that a lot more easy to deal with. If you’re a big Mega Man fan like me, this is totally a must-play. While there are no enemy powers to steal, the overall fun of the gameplay scratched that classic Mega Man itch in a way I really appreciated, and I imagine it will for you as well~.
This game loosely, VERY loosely, follows the plot of the 80’s Batman movie. Batman overhears there’s a break in at a chemical factory, he goes there and inadvertently creates the Joker, he goes to the museum, he flies the Batwing for a while, and then it’s off to the church for the final battle. This is a 1990 GameBoy game, so there’s virtually no story here in the first place, but the little cutscene shots do look very nice at least, and its an entertaining enough adaptation of the film’s plot, even if it’s not a terribly close one XD
While this game’s NES big brother is more of a Ninja Gaiden-type game, the GameBoy iteration of Batman is much closer to a Mega Man game! You have four worlds with two or three stages in each, and you run from left to right platforming over pits and shooting bad guys with your big bat gun. It’s very clearly a gun and not batarangs, which is pretty weird for a Batman game, admittedly, but it’s just a video game, so I don’t think it matters terribly much XD. The one exception is the Batwing section, where the game briefly becomes a shmup for two stages, where you can mercifully hold (instead of mash) B to shoot backwards and A to shoot forwards.
It’s a pretty damn hard game, as is to be expected from a Sunsoft game of this era. Batman’s jump physics take a little while to get used to, though he does have a good deal of play control to help you out, and you’ll be seeing tricky jumps that can easily lead to your death as early as the first level or so. That said, it’s still put together really well. You can collect powerups to increase the amount of bullets you can have on screen at a time, and there are a pretty good handful of different gun types you can pick up (though they do replace the gun you’re currently using, Contra-style), and different ones have their respective advantages and disadvantages in regards to range and power. It’s also a remarkably forgiving game, as not only do you keep your powerups after dying, you even keep them after *continuing* (though I didn’t get a chance to test how many continues you get). Batman even has four hits between him and death as opposed to just one! While this is a pretty tough game (especially in the boss fights), it’s more than forgiving enough to still keep it fun and not punish you too much for failure, and I really appreciated it for that.
The aesthetics are absolutely fantastic. The graphics are pretty good, having very pretty cutscene frames as well as very well done little Batman and enemy sprites. The game also thankfully runs great, and I never experienced any issues with chugging frame rates due to things being too busy, even in the auto-scroller levels. The music is the real star of the show here, though. The whole sound track kicks mad amounts of ass, even for a Sunsoft game of the era (for whom awesome soundtracks were nothing rare). The music is so good that I wanted to keep playing more if only to hear successive stages’ music tracks XD. While I’m hardly a walking encyclopedia of GameBoy music, this has easily gotta be one of the best sound tracks on the system, which is doubly impressive for a game that came out barely a year into the system’s life span.
Verdict: Highly Recommended. While it’s a bit short, this is still an awesome little action game for the platform. The hard difficulty may be a turn off for some, but the forgiving death mechanics go a long way towards making that a lot more easy to deal with. If you’re a big Mega Man fan like me, this is totally a must-play. While there are no enemy powers to steal, the overall fun of the gameplay scratched that classic Mega Man itch in a way I really appreciated, and I imagine it will for you as well~.
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66. Pokemon Snap (N64) *
In a bit of an early Christmas present to myself, I recently picked up a big pile of cheap N64 games that I’d been meaning to nab from a local used games shop. This was one of those games that I ended up picking up, as it’s always one I’ve been meaning to pick up and play all the way through. Or at least it *was* one of those XD. During the course of playing it, there were just too many things that seemed far too familiar, and while I’d originally assumed that I’d only briefly played Pokemon Snap but never ultimately finished it, I now think that I actually have played and beaten this game before at some time in the past XD. Regardless, that was so long ago I could barely begin to guess when it was, and I also had a great time (re)playing through it now! It took me around 4 or so hours to beat the game while snapping pictures of 58 out of 63 Pokemon, and I played the Japanese version of the game on real hardware.
The story of Pokemon Snap is one of main character Todd Snap (yes, really) who is a photographer in the Pokemon world. During one expedition of his, he manages to snap what he thinks are photos of the mirage Pokemon Mew, and it’s his mission to take a proper photo of it someday. Here is where Professor Oak enters our story, as he leads our main character to the ever so creatively named Pokemon Island. Using the auto-progressing vehicle, the Zero One, he wants you to photograph all sorts of Pokemon to help complete his Pokemon Report on what lives on the island. It’s a fairly threadbare story, but it more than adequately sets up the premise for your photo snapping adventure.
The actual gameplay of Pokemon Snap is, as the name suggests, “snapping” photos of Pokemon to submit them to Professor Oak. However, there’s a big difference between a good photo and a bad photo, so it’s up to you to aim for as high a score as you can for each shot you’re going to submit (as only one photo per Pokemon can be submitted at the end of one of the game’s seven stages). You’re judged on how big the Pokemon is in frame, how they’re posed (are they doing a special action or at least facing the camera?), whether they’re centered or not, and how many other Pokemon of their same species are in the frame with them (if possible). It’s something that doesn’t sound that ultimately great for a video game, admittedly, but it’s a much more addicting score attack kind of game than it first seems.
The rules are simple and intuitive enough that they’re easy to grasp even for someone like me who’s far from the biggest score attack or photography fan <w>. The Zero One also always follows a track in each level, and the same Pokemon appear at the same times, so there’s always an opportunity to try again if you mess up a particular trick or shot you’re trying to do. You even get more tools like Pokemon food or a Poke Flute as you progress, so there’s also a lot of value in revisiting old stages to find new secrets too~. It’s remarkably simple and as fun as it is novel, and it’s a gameplay loop that ends up working really well~.
The aesthetics would need to be pretty darn good in a game all about looking around and taking photos, and they thankfully achieve that really well! Despite the first (two) Pokemon Stadium games predating this, I’d wager almost none (if any) of those models were reused for this. You need to be so much more up close and personal with the Pokemon, and you also need the Pokemon themselves to be much more expressive (not to mention do things like ambulate around, which they never do in the Stadium games). The end result is a bunch of Pokemon that move great and look awesome, and the polygonal look of the N64 gives the whole thing a very fun retro charm on top of it all. The soundtrack is also great, with a lot of new very Pokemon-y feeling tracks to help make your adventure that much more fun~.
Verdict: Highly Recommended. This is a really great, super clever little game! It’s not too long, and it’s not too deep, but you can go really nuts with trying to improve your scores and find extra Pokemon if you got really into it. A bit like Pilotwings 64, while this certainly wasn’t my favorite game ever, I can absolutely see how this could be someone’s favorite game ever if it hit for them the right way. But even then, this game is so unique and fun that it’s well worth trying out, especially if you’re a Pokemon fan (and especially if you have the Switch Online N64 service, which this is also on~).
The story of Pokemon Snap is one of main character Todd Snap (yes, really) who is a photographer in the Pokemon world. During one expedition of his, he manages to snap what he thinks are photos of the mirage Pokemon Mew, and it’s his mission to take a proper photo of it someday. Here is where Professor Oak enters our story, as he leads our main character to the ever so creatively named Pokemon Island. Using the auto-progressing vehicle, the Zero One, he wants you to photograph all sorts of Pokemon to help complete his Pokemon Report on what lives on the island. It’s a fairly threadbare story, but it more than adequately sets up the premise for your photo snapping adventure.
The actual gameplay of Pokemon Snap is, as the name suggests, “snapping” photos of Pokemon to submit them to Professor Oak. However, there’s a big difference between a good photo and a bad photo, so it’s up to you to aim for as high a score as you can for each shot you’re going to submit (as only one photo per Pokemon can be submitted at the end of one of the game’s seven stages). You’re judged on how big the Pokemon is in frame, how they’re posed (are they doing a special action or at least facing the camera?), whether they’re centered or not, and how many other Pokemon of their same species are in the frame with them (if possible). It’s something that doesn’t sound that ultimately great for a video game, admittedly, but it’s a much more addicting score attack kind of game than it first seems.
The rules are simple and intuitive enough that they’re easy to grasp even for someone like me who’s far from the biggest score attack or photography fan <w>. The Zero One also always follows a track in each level, and the same Pokemon appear at the same times, so there’s always an opportunity to try again if you mess up a particular trick or shot you’re trying to do. You even get more tools like Pokemon food or a Poke Flute as you progress, so there’s also a lot of value in revisiting old stages to find new secrets too~. It’s remarkably simple and as fun as it is novel, and it’s a gameplay loop that ends up working really well~.
The aesthetics would need to be pretty darn good in a game all about looking around and taking photos, and they thankfully achieve that really well! Despite the first (two) Pokemon Stadium games predating this, I’d wager almost none (if any) of those models were reused for this. You need to be so much more up close and personal with the Pokemon, and you also need the Pokemon themselves to be much more expressive (not to mention do things like ambulate around, which they never do in the Stadium games). The end result is a bunch of Pokemon that move great and look awesome, and the polygonal look of the N64 gives the whole thing a very fun retro charm on top of it all. The soundtrack is also great, with a lot of new very Pokemon-y feeling tracks to help make your adventure that much more fun~.
Verdict: Highly Recommended. This is a really great, super clever little game! It’s not too long, and it’s not too deep, but you can go really nuts with trying to improve your scores and find extra Pokemon if you got really into it. A bit like Pilotwings 64, while this certainly wasn’t my favorite game ever, I can absolutely see how this could be someone’s favorite game ever if it hit for them the right way. But even then, this game is so unique and fun that it’s well worth trying out, especially if you’re a Pokemon fan (and especially if you have the Switch Online N64 service, which this is also on~).
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67. Diddy Kong Racing (N64)
This was another game that I picked up in my recent N64 haul, and it’s also another white whale of a game from my childhood. Like the Pokemon Stadium games, this was a game I played a fair bit when I was younger, but it was just SO hard that I thought there was never any way I was ever going to beat it (as a kid or as an adult). Even picking this game up again now, I thought I’d still never be able to beat it. I wasn’t even going to pick this game up again (despite its 300 yen price tag) recently until my friend Psy convinced me to pick it up, as it’s one of his favorites. I was still in a bit of a slump for what I was going to play next, and after picking this up for a little, I decided to toy around with it and see just how far I could get, even though I was super ready to eventually hit a point where I’d just have to put it down and call it quits. After about 10 or so hours with the Japanese version on real hardware, I actually managed to do it! I beat Wizpig and saw the credits, and managed to get 43 balloons (dipping into the post-game extra world to do the base races at least once) by the time I was done with it. Like with Pokemon Stadium I’m certainly not going to try to do the post-credits extra challenges all the way, but I’m incredibly proud of myself for sticking with this one long enough to actually complete it where my younger self never could~.
On Timber the Tiger’s island, the denizens run about, race vehicles, and play all day. That is until one day the big magical bully Wizpig comes along and starts ruining things for everyone. Until someone can beat him in a race, he won’t leave either! That’s where you come in! Picking one of the eight possible racers (whom you can swap between whenever you want on the title screen), you’ve gotta complete all the challenges around the island and kick that big awful Wizpig’s butt! It’s a quite complicated setup for a racing game of this era, admittedly, but that’s because this isn’t just a racing game. It’s an *adventure* racing game. What exactly that entails is a lot of what makes DKR such an odd and novel experience.
For the racing parts, it’s a quite solid cart racer with really polished tracks. While it does have items, it’s not like how something like Mario Kart 64 does. Instead of random item boxes, there are differently colored balloons you can pick up while you’re racing, and each one gives a different respective type of power up (reds give missiles, blues give boosts, etc.). While it’s a bit of a bummer that they’re *quite* so specialized compared to Mario Kart powerups (none of them have different directional capabilities the way you can fire a green shell forward or backwards, for example), they make up for that with a risk reward system of upgrades. Keep collecting the same kind of balloon, and your item will increase in strength. It’s a very neat system and allows for tracks to be much more heavily curated as to when players can have things like missiles, boosts, or traps, and give the game a very different kind of feel than something like Mario Kart 64.
One neat thing that it borrows from Super Mario Kart (but actual Mario Kart games actually use very infrequently) is the banana system. In Super Mario Kart, if you collect coins around the track, it’ll slightly increase your speed. Bananas do the same thing here, and the more you have, the faster you’ll go, adding another bit of strategy to each map. Do you go for bananas for extra speed, or race more efficiently to just get ahead in the first place? Or do you just go for powerups and try to win that way? This is made even more interesting when combined with aspects of DKR that it lacks compared to Mario Kart 64, such as drift boosting. Even though it came out barely a year later, the thought and ideas presented here make it a *really* different feeling kart racer than Mario Kart 64, and it does a great job giving a new and fun spin on this formula that I honestly think I overall prefer, at least in the broad strokes of things (especially as someone terrible at drift boosting XD).
The last really cool aspect that it has as a racing game is that it’s not just a cart racer, at least not in a literal sense. In addition to races that use your little carts, you also have races in airplanes as well as races in hovercraft, and the three vehicles handle *very* differently and make for some really cool variety in the types of races present. Sure, you’re probably familiar with how to drive a kart racing car, but can you translate that into the far more momentum-based driving of the hovercraft? Can you translate it to the twists and turns (and near lack of breaking) that you have in an airplane? DKR ends up having a ton of actually great variety in its tracks because of this, and it’s one more thing that makes the whole thing feel like such a special little racing game for the time.
As for the adventure aspects, there’s a lot to describe here. Rather than just a menu to scroll around to pick your races and what not, DKR has a hub area just like a game like Mario 64 does. Your goal here is to collect golden balloons, and you get those sometimes by special races in the hub world or just finding them hidden in the hub, but most of them are from winning races and challenges. There are four worlds (with one extra one unlockable after you beat the credits), and each one has four races each (with each world and each race having a required number of balloons you need to have to access it in the first place). Beat each one once, and you’ll get a balloon each time. After that, you’ll need to race the animal boss of that world, who is a special race with special mechanics, and they’re generally quite tough.
After that, you need to go and do all four races *again*, but this time with a special rule: There are 8 N64 coins hidden in the race, and you need to collect them all AND win against harder-than-last-time AI in order to get your balloon. Only after THAT can you go race the animal boss *again* (where they’re usually WAY harder) and then you win one of the four tokens that you’ll need to race Wizpig at the end. To top it all off, beating the animal boss that second time unlocks a Trophy Challenge, which is basically a grand prix of all that world’s races for one last big trophy (not a balloon), and you’ll want those trophies if you want to get to the last post-credits extra space world. Those trophy races, despite being against the hardest type of AI racers the game has, are ironically not very hard at all, as the CPUs are actually still just as vicious in regards to one another as they usually are. As a result, the same guy isn’t always getting the same places, so you don’t actually need to place first or second that many times to win even the hardest of them. Not really a complaint, but something that’s odd all the same.
If my exasperation didn’t quite come through in the last two paragraphs, the only thing that really needs explanation here is that a lot of the “neat” and “unique” ideas that make up DKR are often what make it such a difficult game to recommend. Most of these ideas of adventure game and racing game melding are certainly “neat”, but it’s a lot harder to argue that they’re particularly “good” ^^;. The N64 coin collecting challenges are a neat idea, but the also just take so much of the fun out of kart racing. Especially in certain stages where you can *really* tell that these stages were specifically designed to make the coin challenges a nightmare, it can really start to grate on the fun aspects of an otherwise really solid racing game. Same thing goes for the animal boss races, including ol’ Wizpig himself, who are dastardly difficult and 100% deserve the infamous reputation they’ve caused this game to have. Heck, even just finding your way around the island to the different worlds can be confusing at times.
On top of that, you have the actual way the game works under the hood which makes all of that that much more frustrating. The AI cheats, sure. That’s likely no surprise at all, as that’s how basically every racing game works, especially on the N64. What’s a bit more annoying is *how* they cheat, especially when combined with the other mechanics at play. One thing that can *feel* like cheating is certain badly explained mechanics. Racers actually have different stats for max speed, acceleration, and handling, but they’re just hidden away in the manual, not the game. The correct way to boost, on the other hand (laying off the accelerator until the flame behind you goes away) is never explained anywhere though, so far as I can tell. That’s just bad communication of information, however, and it’s not what I’m talking about here when I say the AI cheats. Compared to something like Mario Kart’s item system, it’s very easy to observe when the AI is cheating itself items it shouldn’t have, such as when it gets automatic tier 2 or 3 trap items from green balloons despite only grabbing 1 of them (because it’s the first green balloon of the race). Similarly, sure, bananas can make you go faster, but I cannot count how many times the AI just inexplicably was FAR faster than me despite having no bananas while I had over 10 (a very high amount).
Even outside of just how frustrating the animal boss fights can be, at least they’re not other cart racers. There’s some expectation that they’re operating on unfair or different rules from the player. The actual racers, however, are both observably quite bad at actual racing (hence why the coin challenge AI *feel* so much harder than the actually-better-at-racing Trophy Challenge AI), and their cheating is so obvious that it makes it all the more annoying when you just can’t quite beat them at a particular challenge. The actual recycling of content is quite clever, especially when it comes to using new vehicles on different tracks, but the way it’s all executed ends up very consistently turning a fun time into a frustrating time.
The aesthetics are, very predictably for a game from Rareware, really excellent. The racers themselves are all 3D models, no 2D tricks here outside of how certain things like your wheels render, and the tracks are all distinct and fun and colorful. The music is also, of course, freakin’ fantastic. Even in the little breaks I took between the three play sessions I beat this in, I just couldn’t get the sound track out of my head, and even despite all my issues with the game and just how relieved I was to FINALLY beat Wizpig and see the credits, I nevertheless STILL went back to check out the last extra world at least in part to see what new music it had! While this is far from my favorite N64 game, this is easily one of my favorite sound tracks on the system, that’s for sure.
Verdict: Hesitantly Recommended. This is a weird thing where if you’re trying to play this game for multiplayer stuff, it’s an excellent game and very highly recommendable. It’s a very well put together kart racer with a ton of personality and a stellar presentation, albeit with battle maps that are a little wanting. On the other hand, if you’re trying to play the single-player content, you’re in for a VERY rough time with a LOT of caveats to your enjoyment. Rare was never great at balancing their games, and DKR is no exception to that. If you go in with your expectations tuned accordingly, I think you can still have a really fun time with this one (especially if you’re a racing game fan), but if you’re a more casual racing game fan and/or you MUST see the credits of any game you start, I think Diddy Kong Racing is probably a game you’re better off not playing, as it’s far more likely to bring frustration rather than fun.
On Timber the Tiger’s island, the denizens run about, race vehicles, and play all day. That is until one day the big magical bully Wizpig comes along and starts ruining things for everyone. Until someone can beat him in a race, he won’t leave either! That’s where you come in! Picking one of the eight possible racers (whom you can swap between whenever you want on the title screen), you’ve gotta complete all the challenges around the island and kick that big awful Wizpig’s butt! It’s a quite complicated setup for a racing game of this era, admittedly, but that’s because this isn’t just a racing game. It’s an *adventure* racing game. What exactly that entails is a lot of what makes DKR such an odd and novel experience.
For the racing parts, it’s a quite solid cart racer with really polished tracks. While it does have items, it’s not like how something like Mario Kart 64 does. Instead of random item boxes, there are differently colored balloons you can pick up while you’re racing, and each one gives a different respective type of power up (reds give missiles, blues give boosts, etc.). While it’s a bit of a bummer that they’re *quite* so specialized compared to Mario Kart powerups (none of them have different directional capabilities the way you can fire a green shell forward or backwards, for example), they make up for that with a risk reward system of upgrades. Keep collecting the same kind of balloon, and your item will increase in strength. It’s a very neat system and allows for tracks to be much more heavily curated as to when players can have things like missiles, boosts, or traps, and give the game a very different kind of feel than something like Mario Kart 64.
One neat thing that it borrows from Super Mario Kart (but actual Mario Kart games actually use very infrequently) is the banana system. In Super Mario Kart, if you collect coins around the track, it’ll slightly increase your speed. Bananas do the same thing here, and the more you have, the faster you’ll go, adding another bit of strategy to each map. Do you go for bananas for extra speed, or race more efficiently to just get ahead in the first place? Or do you just go for powerups and try to win that way? This is made even more interesting when combined with aspects of DKR that it lacks compared to Mario Kart 64, such as drift boosting. Even though it came out barely a year later, the thought and ideas presented here make it a *really* different feeling kart racer than Mario Kart 64, and it does a great job giving a new and fun spin on this formula that I honestly think I overall prefer, at least in the broad strokes of things (especially as someone terrible at drift boosting XD).
The last really cool aspect that it has as a racing game is that it’s not just a cart racer, at least not in a literal sense. In addition to races that use your little carts, you also have races in airplanes as well as races in hovercraft, and the three vehicles handle *very* differently and make for some really cool variety in the types of races present. Sure, you’re probably familiar with how to drive a kart racing car, but can you translate that into the far more momentum-based driving of the hovercraft? Can you translate it to the twists and turns (and near lack of breaking) that you have in an airplane? DKR ends up having a ton of actually great variety in its tracks because of this, and it’s one more thing that makes the whole thing feel like such a special little racing game for the time.
As for the adventure aspects, there’s a lot to describe here. Rather than just a menu to scroll around to pick your races and what not, DKR has a hub area just like a game like Mario 64 does. Your goal here is to collect golden balloons, and you get those sometimes by special races in the hub world or just finding them hidden in the hub, but most of them are from winning races and challenges. There are four worlds (with one extra one unlockable after you beat the credits), and each one has four races each (with each world and each race having a required number of balloons you need to have to access it in the first place). Beat each one once, and you’ll get a balloon each time. After that, you’ll need to race the animal boss of that world, who is a special race with special mechanics, and they’re generally quite tough.
After that, you need to go and do all four races *again*, but this time with a special rule: There are 8 N64 coins hidden in the race, and you need to collect them all AND win against harder-than-last-time AI in order to get your balloon. Only after THAT can you go race the animal boss *again* (where they’re usually WAY harder) and then you win one of the four tokens that you’ll need to race Wizpig at the end. To top it all off, beating the animal boss that second time unlocks a Trophy Challenge, which is basically a grand prix of all that world’s races for one last big trophy (not a balloon), and you’ll want those trophies if you want to get to the last post-credits extra space world. Those trophy races, despite being against the hardest type of AI racers the game has, are ironically not very hard at all, as the CPUs are actually still just as vicious in regards to one another as they usually are. As a result, the same guy isn’t always getting the same places, so you don’t actually need to place first or second that many times to win even the hardest of them. Not really a complaint, but something that’s odd all the same.
If my exasperation didn’t quite come through in the last two paragraphs, the only thing that really needs explanation here is that a lot of the “neat” and “unique” ideas that make up DKR are often what make it such a difficult game to recommend. Most of these ideas of adventure game and racing game melding are certainly “neat”, but it’s a lot harder to argue that they’re particularly “good” ^^;. The N64 coin collecting challenges are a neat idea, but the also just take so much of the fun out of kart racing. Especially in certain stages where you can *really* tell that these stages were specifically designed to make the coin challenges a nightmare, it can really start to grate on the fun aspects of an otherwise really solid racing game. Same thing goes for the animal boss races, including ol’ Wizpig himself, who are dastardly difficult and 100% deserve the infamous reputation they’ve caused this game to have. Heck, even just finding your way around the island to the different worlds can be confusing at times.
On top of that, you have the actual way the game works under the hood which makes all of that that much more frustrating. The AI cheats, sure. That’s likely no surprise at all, as that’s how basically every racing game works, especially on the N64. What’s a bit more annoying is *how* they cheat, especially when combined with the other mechanics at play. One thing that can *feel* like cheating is certain badly explained mechanics. Racers actually have different stats for max speed, acceleration, and handling, but they’re just hidden away in the manual, not the game. The correct way to boost, on the other hand (laying off the accelerator until the flame behind you goes away) is never explained anywhere though, so far as I can tell. That’s just bad communication of information, however, and it’s not what I’m talking about here when I say the AI cheats. Compared to something like Mario Kart’s item system, it’s very easy to observe when the AI is cheating itself items it shouldn’t have, such as when it gets automatic tier 2 or 3 trap items from green balloons despite only grabbing 1 of them (because it’s the first green balloon of the race). Similarly, sure, bananas can make you go faster, but I cannot count how many times the AI just inexplicably was FAR faster than me despite having no bananas while I had over 10 (a very high amount).
Even outside of just how frustrating the animal boss fights can be, at least they’re not other cart racers. There’s some expectation that they’re operating on unfair or different rules from the player. The actual racers, however, are both observably quite bad at actual racing (hence why the coin challenge AI *feel* so much harder than the actually-better-at-racing Trophy Challenge AI), and their cheating is so obvious that it makes it all the more annoying when you just can’t quite beat them at a particular challenge. The actual recycling of content is quite clever, especially when it comes to using new vehicles on different tracks, but the way it’s all executed ends up very consistently turning a fun time into a frustrating time.
The aesthetics are, very predictably for a game from Rareware, really excellent. The racers themselves are all 3D models, no 2D tricks here outside of how certain things like your wheels render, and the tracks are all distinct and fun and colorful. The music is also, of course, freakin’ fantastic. Even in the little breaks I took between the three play sessions I beat this in, I just couldn’t get the sound track out of my head, and even despite all my issues with the game and just how relieved I was to FINALLY beat Wizpig and see the credits, I nevertheless STILL went back to check out the last extra world at least in part to see what new music it had! While this is far from my favorite N64 game, this is easily one of my favorite sound tracks on the system, that’s for sure.
Verdict: Hesitantly Recommended. This is a weird thing where if you’re trying to play this game for multiplayer stuff, it’s an excellent game and very highly recommendable. It’s a very well put together kart racer with a ton of personality and a stellar presentation, albeit with battle maps that are a little wanting. On the other hand, if you’re trying to play the single-player content, you’re in for a VERY rough time with a LOT of caveats to your enjoyment. Rare was never great at balancing their games, and DKR is no exception to that. If you go in with your expectations tuned accordingly, I think you can still have a really fun time with this one (especially if you’re a racing game fan), but if you’re a more casual racing game fan and/or you MUST see the credits of any game you start, I think Diddy Kong Racing is probably a game you’re better off not playing, as it’s far more likely to bring frustration rather than fun.