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Post by Seth Drakin of Monster Crap on Dec 3, 2007 7:07:30 GMT -5
Welcome to this thread. For months in my Monster Crap writing hiatus, I have been doing these Top 100+ Threads to bide my time. Now there have only been a few that actually were Top 100 and this one is of course, not one of them. We have also had two Top 200 threads and this, thankfully, is not one of them either. Now the Nintendo 64 awed us with our 3d graphics and playability. However, in a business where newer is better, the Nintendo 64 went the way of other video game systems. So let us reminesce on the greatness of that system with this list. But before we begin, we had 126 games so that this list is the Top 125, this means one game did not make the list and.....enough pandering, let's find out which game that was. 126. Quake II Now that we got that out of the way....let us begin this list.
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Post by Seth Drakin of Monster Crap on Dec 3, 2007 7:19:43 GMT -5
125. Mission: Impossible Mission: Impossible is an action and third-person shooter video game for the Nintendo 64 based on the 1996 film Mission: Impossible (film). It was developed by Ocean Software and distributed by Infogrames Entertainment. It later received a PlayStation port, with minor additions such as voice acting. The player controls Ethan Hunt in most of the missions, and the majority of the game centers around completing tasks undetected or disguised. The player can can choose from a wide variety of weapons and gadgets, including pistols and automatic weapons. On select missions they are given the explosive gum and the Facemaker from the movie. They are also given explosives to set on targets. Other equipment Ethan is provided with includes smoke generators, infra-red contacts, gas injectors, fingerprint scanners, and computer disks. Most of the missions require the player to stealthily infiltrate or sneak out of areas, such as CIA Headquarters in Langley. They can infiltrate some facilities only using the Facemaker, which disguises themselves as one of the enemy. Sometimes the player is required to do this multiple times. The levels roughly follow the storyline of the movie, though there is a subplot based in Russia that is entirely original. There are five missions comprised of 20 levels.
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Post by Seth Drakin of Monster Crap on Dec 3, 2007 7:24:33 GMT -5
124. Wetrix Wetrix is a puzzle game for the Nintendo 64 released in 1998. Ports were also released for the Dreamcast, Game Boy Color and PC. In 2000 a sequel, Aqua Aqua, was released on the PlayStation 2. In the classic mode, you start out with a flat piece of land; the ultimate goal being to gain as many points as possible, managing a landscape of lakes and ponds. This is accomplished by maneuvering different types of random pieces that fall onto the playing area, one at a time (much like the puzzle game Tetris). These pieces each have differing effects upon the arena, but the standard pieces are uppers, which increase the land level by one tier, and fall in different shapes. These can be used to sculpt walls and dams, and the perimeters of lakes. Shortly into the game, water bubble pieces will begin to fall, which burst upon impact with the land, and flow realistically like a fluid across the landscape. The main method of gathering points is by using the fireball piece to evaporate lakes, the amount of points depending upon the volume of water. On the right side of the screen is a water gauge, which fills up as water falls off the edge of the landscape, or down holes created by bombs. The player loses the game when the gauge fills up to the top. The only way to reduce the level of the water gauge is by evaporating water with fireballs, again the amount it is reduced by depends on the amount of water evaporated. The following game pieces are used: * Uppers Increase the land level by one unit where the piece hits. * Downers Decrease the land level that the piece covers, uniformly to the lowest level of land that the piece hits. * Water Bubbles of water that burst upon contact with land. * Fireball Evaporates water for points, and can decrease the drain's water level. * Bomb Creates holes upon impact with the land, which water can fall through. Use uppers to repair holes (results in a repair bonus). Drop a bomb in a hole and a "rebomb" occurs, in which three other bombs fall, out of control, across the landscape. * Smart bomb Not strictly a piece, smart bombs, once collected, can be used at any time with the Z or L buttons. One is awarded to the player if they gain levels whilst the landscape has 10 lakes or higher. In using one, the landscape is reduced to flatness and the earthquake and water gauges are reset to zero, effectively giving the player a fresh start (the only exemption being the level, and as an effect, the speed of the falling pieces). Getting ducks and rainbows in the game are one of the goals of the player, and aid in the attainment of more points, by multiplying the amount gained when a lake is bombarded by fireballs. A rainbow is created once the major lake in the player's landscape passes a certain limit, and multiplies all scores whilst the rainbow exists by 10 (including repair bonuses as well as lake evaporation). Once the lake is evaporated or passes back under the limit, the rainbow disappears. Ducks appear in deep bodies of water, generally two blocks high, and multiply all scores on the landscape by two whilst the water remains that high. There is no particular limit to how large the lake has to be, and the effects of multiple ducks can be stacked. From a strategic point of view, it is implied the smaller area the lake, the better, as this conserves space on the playing area, and the fewer uppers used to create it, the better, as extra land contributes to the earthquake gauge. For high scores, having over six ducks is important. As each upper falls upon the landscape, the earthquake gauge on the left hand side of the screen begins to fill up. The gauge is a direct representation of how much extra land has been added to the landscape. When the gauge fills up completely, an "earthquake" event occurs, which drastically warps the playing area and chaotically rearranges the landscape. Generally an earthquake leads to either game over (water leaking over the edges in the aftermath) or an extremely difficult road towards recreating the landscape. As a result, earthquakes are obviously to be avoided at any cost. Prevention techniques include strategic use of downers to 'trim' the landscape (keeping it even and making sure that the walls etc are to only as high as they need be), and the creation of a safe area for bombs, where unneeded uppers can be placed and then destroyed. Additionally, fireballs can also destroy land in the same way as bombs, the major difference lying in the fact that they do not create holes in the landscape. Modes Are: * Practice A series of lessons or practice play. The lessons teach you how everything in the game works, including the different pieces to making rainbows. Practice play is a lot like classic mode, but it differs in the fact that the blocks will never fall until you drop them and you start with 9 smart bombs. Also, most bonuses, like ducks and rainbows, are disabled. * Classic You start at level one and face the normal hazards like rain, ice and mines. Pieces will fall at a rate related to the level. * Pro You start on level five and these pieces fall faster. Also, some pieces have different formations or are doubled (i.e. all bombs fall in pairs). * Challenge You have to try to survive the special setting. Here's the list of the challenges: - 1 Minute: You have 1 minute and start at level 10. - 5 Minute: You have 5 minutes and start at level 5. - 100 Pieces: Only 100 pieces will fall and start at level 8. - 500 Pieces: Only 500 pieces will fall and start at level 4. - Preset A: The pieces fall according to a preset sequence. - Preset B: Like Preset A, but the sequence is not the same and you start at level 5. * Handicapped Like Classic but with a specific handicap. The possible handicaps are the following: - Raised Land A: Your earthquake meter is already a little filled when you start. - Raised Land B: Your earthquake meter starts even more filled. - Ice Layer A: You start with spots of ice on the floor. Upon level up, all the water on the board will vanish, and the original ice layer will reappear. - Ice Layer B: Like Ice Layer A but a different ice pattern. Upon level up, all the water on the board will vanish, and the original ice layer will reappear. - Random Land: You start with a randomly raised floor. Upon level up, the surface will reset to a random pattern, almost effectivly starting the game over with another randomized surface. - Random Holes: You start with a randomly holed floor. Upon level up, holes will appear in random spots, and all water on the board will vanish. You will also be given a set of uppers, similar to game start. - Half-Full drain: Start with the drain half-filled (or half empty... ). Upon level up, the drain will be reset to half-full. * Multiplayer Puts two players against each other, the goal is to survive. You gain powers to throw at the other player by evaporating lakes, ranging from: water, ice, earthquake and bomb.
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Post by Seth Drakin of Monster Crap on Dec 3, 2007 7:28:36 GMT -5
123. Cruis'n Exotica Cruis'n Exotica is the 1999 sequel to the 1996 arcade racer Cruis'n World. It plays similar to Cruis'n World, but it uses a password system, like San Francisco Rush 2049. The levels take place in exotic locations in the universe, such as Las Vegas, Thailand, and even the surface of Mars. This game was also released on the Nintendo 64, but like its predecessors the arcade version was far more popular. Unlike most other racing games, the player can choose a character as their driver, including a martian, a baby, a clown, and a cowboy. One of the more distinctive features of Cruis'n Exotica is that some of its cars are licensed rather than being lookalikes, though on the Nintendo 64, these cars were axed or replaced with more futuristic versions of them. These cars include: * Jeep Wrangler * Plymouth Prowler * Chevrolet Corvette * Hummer H1 * Ford Mustang * Dodge Viper Other Cars: * 1950's Convertible * Hippy Bus * Station Wagon * Jet Car * Muscle Car * Semi truck * Shelby Series I * Forklift Tracks Are: * Korea * Atlantis * Sahara * Hong Kong * Alaska * Las Vegas, Nevada * India * Ireland * Holland * Amazon * Tibet * Mars * Vietnam(International Bonus Only)
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Post by Seth Drakin of Monster Crap on Dec 3, 2007 7:32:11 GMT -5
122. Fighter's Destiny Fighters Destiny is a video game developed for the Nintendo 64 in 1998. The product of Imagineer and Genki, it closely models the 3D fighting game standard set by Virtua Fighter, but integrates a unique point scoring system. The game's generic characters and unoriginal presentation have been panned by critics, but reviewers praise its point system and consider it to be one of the best fighting games on the Nintendo 64. A sequel, Fighter Destiny 2, was released in 2000. In Fighters Destiny, the player controls a polygon-based character in a three dimensional battle arena. The game features typical hand to hand combat fighting: using a variety of punches, kicks, locks, and throws, players attempt to pummel their opponents into submission. Each character also has a large list of special commands (called "moves") that can be accessed during battle. These different moves range from simply pressing the "B" button to inputting highly complicated button combinations. In most versus fighting games, the objective is to deplete the opponent's health gauge. Fighters Destiny follows the same concept but also relies on a customizable point scoring system to determine the winner. These points, which are displayed as yellow stars under the character's health gauge, can be earned in a variety of ways. Knocking the character off of the fighting platform (a "Ring Out") is worth one point, taking down an opponent with a throw nets the player two points, while a typical K.O. is worth three points and executing a "special" is worth four. Finally, if the adjustable time counter runs out, then the winner is awarded one point by virtue of judge's decision. By default setting, the first fighter to score seven points wins the match. K.O.'s can be achieved with instant-K.O. hits (referred to as "1-shot") or counterattack moves, or can be executed with a finishing blow when the player's opponent is in "Piyori condition," a brief spell of dizziness in which opponent's life bar has been drained completely and the fighter is allowed only limited control. "Specials" can only be executed when the opponent is in Piyori condition. If players are able to survive until Piyori condition passes, their health gauge refills completely. The health bar also refills continuously (albeit slowly) throughout the fight. Fighters Destiny offers five different gameplay modes. By playing the traditional versus computer mode, players can earn a new character (Boro) and learn new skills for their character. They can also select to fight against a second player, challenge their skills and gain new characters in "Record Attack," play through the "Master Challenge" to expand their character's command list, and train against a robot character. When players learn new skills playing the computer or the Master Challenge, they can save their character's expanded command list to the Controller Pak; afterwards, the new command list can be accessed in any mode to aid the player. There are nine regular characters in Fighters Destiny: Ryuji, a Japanese karate master; Abdul, a well-balanced fighter from Mongolia; Tomahawk, a professional wrestler from the United States; Meiling, a Chinese kung fu expert; a Japanese Ninja with a massive catalog of special moves; Pierre, a French clown with a deceptive fighting style; Leon, an all-rounder from Spain; Bob, a powerful Brazilian fighter; and the tough aerial combat specialist Valerie from Germany. In addition to the standard nine characters, there are five secret characters that can be "unlocked" by completing various challenge modes. To acquire the Joker, for example, players must win "Survival Mode" by defeating one hundred consecutive enemies. The other secret characters include the final boss of the one-player game, Boro, a quick and powerful Swiss fighter; Rob, a training robot from Germany, which is unlocked by beating Record Attack in less than one minute; Master, an old Japanese karate expert unlocked by beating all challengers in Master Challenge without losing to Joker; and Ushi, a fighting cow from Hong Kong, unlocked by staying in the ring longer than one minute in Rodeo, and can't be KO'd or thrown out of the ring or the unlock will be unsuccessful.
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Post by Seth Drakin of Monster Crap on Dec 3, 2007 7:36:28 GMT -5
121. Mace: The Dark Age Mace: The Dark Age is a fighting video game released by Midway for arcades and later the Nintendo 64 in 1997. The game is similar to Bio F.R.E.A.K.S. and Mortal Kombat. Like Mortal Kombat, when a character wins both rounds, they can perform an execution. For centuries an impenetrable darkness has shrouded Europe, Arabia, and Asia, with countless victims succumbing to the ravenous hunger of unchecked pestilence and war. In Asia, Khan's ruthless Golden Horde wages a war of terror from the shores of Japan to Europe. In Arabia, the legendary Assassins' Guild asserts a bid for power, toppling sultans and kings. Europe, once a promising glimpse of humanity's potential, has become a well of despair under the despotic rule of a handful of feudal lords. Many great kingdoms have been devastated, but a few have grown more powerful. These comprise the Covenant of Seven - lords who have allied with Asmodeus, a practitioner of the dark arts who wields the fabled Mace of Tanis. The Mace is imbued with necropotic energy, offering those who wield it a tantalizing promise of ever-lasting life and unbridled power. With this power comes a terrible price: Asmodeus must feed off despair, disease, and poverty. In limited doses, Asmodeus grants the Seven the power they need and crave. In return, they expand their kingdoms with bloody battles and torment their peasants. But Europe can no longer sustain Asmodeus' ravenous appetite. He now reaches East into the Orient, to find new lords who yearn to sample the dark powers. But there is rebellion. Each of the Seven, addicted to the corrupting power of the Mace, dispatch their best warriors to kill Asmodeus and steal his power. Leaders from the East sense Asmodeus' plottings and strive to destroy him before it's too late. Heirs to kingdoms long since vanquished seek revenge on Asmodeus and those who wield the dark energy. They are the fiercest fighters on Earth, and they all have one thing in common: they each must possess the Mace. Playable Characters Are: * Al' Rashid: The Master Assassin of the Desert Wind hired by one of the Seven to bring back the Mace of Tanis. * Asmodeus: is only playable through a cheat device, hes the final boss of which other characters must defeat, in order to reclaim their victory prize. * Lord Deimos: Hundreds of years old, Deimos rules his people with an iron fist. A member of the Covenant of Seven, he seeks to usurp power to expand his kingdom. * Sir Dregan: An undead Crusader and member of the Covenant of Seven, he has turned his back on Asmodeus to learn the whereabouts of his lost soul. * The Excecutioner: A freelance torturer who seeks the ultimate power for himself, and a new weapon to inflict pain with. * Grendal: (Secret Character) A tormented soul trapped in the body of an obsidian gargoyle, Grendel is forced to do the bidding of Asmodeus. * Hell Knight: A minor demon sent to kill Asmodeus and return the Mace of Tanis back to hell. * Ichiro Tsunami: (Extra Character) A corrupted samurai looking to take his father's throne in Japan and destroy his brother Takeshi. * Koyasha: A kunoichi seeking to kill Asmodeus and test her skills as a master of the art of ninjitsu. * Mordos Kull: A legendary mercenary who spent his orphaned youth thinking of revenge against the Seven for killing his family. * Namira: The lost princess of Tulwara turned vengeful harem girl, Namira mastered the deadly art of scimitar fighting from a court eunuch. * Ned: the Janitor: (Secret Character)The Janitor sent back in time to kick ass, he is only available to be played through a cheat code. He replaces Xiao Long * Pojo: (Secret Character) Look, up in the sky! It's a bird, it's a mech, it's Pojo! Faster than a speeding ox-cart, More powerful than a siege-engine, Able to leap castle moats in a single flap! Yes, it's Pojo, the Fighting Chicken! Transformed by Countess Taria into something more than human, a force powerful enough to rend the very cosmos in her powerful beak. Pojo wages a never-ending battle for truth, justice, and the feathered way. * Ragnar Bloodaxe: The Prince of Torsgard, his village was destroyed by the power-hungry Deimos. He seeks revenge and hopes the Mace can restore his beloved land. * Spanky: The punching bag * Takeshi Tsunami: A noble samurai and son of the Japanese emperor, Takeshi has been trusted to prevent the evil power of the Seven from spreading to Japan. He also seeks his lost brother Ichiro. * Taria: An evil sorceress and the daughter of one of the Covenant of Seven. She aspires to become a demoness and conquer hell itself. She's mean enough to do it. * Warmech: (Extra character) Gar Gudrunson, master craftsman of the dwarves, pilots a mighty machine built to fight for his people against the tyrannical rule of Lord Deimos. * Xiao Long: Disowned and blinded by his father, Xiao was raised by monks and taught to master the Spirit Sense. He vows to destroy evil in all forms, beginning with the Mace.
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Post by Seth Drakin of Monster Crap on Dec 3, 2007 7:41:38 GMT -5
Countdown Update Time.
125. Mission: Impossible 124. Wetrix 123. Cruis'n Exotica 122. Fighter's Destiny 121. Mace: The Dark Age
Now for clues to the next five games.
* Big Bad Beetleborgs
* It's May
* Lego My Eggo
* Love Shack, Baby, Love Shack
* Your Castle Is So Vain
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Post by 'Foretold' Joker on Dec 3, 2007 7:42:02 GMT -5
121 for Mace the Dark Age (That's probably about right really, lol)
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Post by Seth Drakin of Monster Crap on Dec 3, 2007 12:24:43 GMT -5
120. LEGO Racers LEGO Racers is a computer game from LEGO Media. It is part of the racing game genre and features 7 circuits. It was released for the computer, then for the N64 and other console systems. The game features a rather simple storyline, in which the player must defeat a myriad of the best LEGO racers to become "the greatest LEGO racing champion of all-time". When starting the game, the player has a limited selection of drivers and cars. Four characters, Joan of Kart, Turbo Charger, Scooter, and Roboracer, are preconstructed and available. A feature of the game is the ability for players to build their own driver and car using virtual LEGO. In order to do such, players must start by building a driver. This is done by choosing from an array of LEGO headwear, heads, bodies, feet and even facial expressions. The player then gives their character a name. The final element of the process is the building of the car. Several chassis are available at the start and more can be unlocked by progressing in the game. In the same manner, extra bricks and characteristics for the driver become available as well. The main game mode in LEGO Racers is the Circuit Mode. Each Circuit has four tracks and the player objective is to win each track and complete and be the player with the most points at the end of the circuit. There are five AI-controlled drivers in each circuit and points are given the following way: 30 points for the winner, 20 for the second-placed, 10 for the third, 3 for the fourth, 2 for the fifth and 1 for the sixth and last. If a racer does not finish, as the race "ends" when the player-controlled racer finishes, they will be given a certain finishing place depending on their rank: the "circuit champion" gets second place, followed by the racer who "matches up" to the first course (example: as Governor Broadside "matches up" to Imperial Grand Prix, the first course in Circuit 1, he will be given third place). In Circuits 4 through 6, since the races are in an inverted order, the exact opposite applies. Each circuit has a special driver, a "circuit champion", who is the best player in that particular circuit. The seventh circuit is different from the others, as it comprises only one track (see details for every circuit below) All leaders have a color LEGO Brick that they prefer (see Power-Ups). At the start of the game, only the first circuit is available. Each of the following circuits will get unlocked as the player finishes first or second in the previous circuit. By finishing a circuit in first place the leader's car set and appearance are unlocked in the Building menu. Every track also has a shortcut hidden somewhere in it, that none of the AI characters can use, excepting Veronica Voltage, the Time Race champion. "Knightmare-athon" is the only track to have no shortcut. Circuit 1This circuit features the following tracks: Imperial Grand Prix, Dark Forest Dash, Magma Moon Marathon, and Desert Adventure Dragway. The circuit champion of Circuit 1 is Captain Redbeard. His favorite power-up is the cannonball. Besides Captain Redbeard, the other drivers in this circuit are, in correspondence to their courses, Governor Broadside, Rob N' Hood, Ann Droid, and Pharaoh's Mummy. Captain Redbeard has a car that is mostly yellow and brown, with a treasure chest in the centre, a jolly roger flag as well as two exhaust pipes on the back. Circuit 2This circuit features the following tracks: Tribal Island Trail, Royal Knights Raceway, Ice Planet Pathway, and the Amazon Adventure Alley. The circuit champion of Circuit 2 is King Kahuka. King Kahuka's favorite power-up is any color of forcefield. Besides King Kahuka, Islander, Royal King, Commander Cold, and Achu also compete in this circuit. King Kahuka has a car that features a grey statue of his head on the back, two wooden spears, and a multicolored chassis. Circuit 3This circuit features the following tracks: Knightmare-athon, Pirate Skull Pass, Temple Adventure Trail, and Alien Rally Asteroid. The circuit champion of Circuit 3 is Basil the Batlord. He prefers to use LEGO power-ups at near maximum power (he never uses a red with less than 2 white bricks). His favourite power-up is the Lightning Wand, but sometimes he also uses turbo boosts and shields. Besides Basil the Bat Lord, Willa the Witch, Blackjack Hawkins, Sam Sinister, and Alpha Dragonis also race in this circuit. Basil the Batlord has a simple, streamlined car design that is black and red with a dragon head on the font fender, short red blades on the sides, and also features a rocket booster on the back. Circuit 4This circuit features the following tracks: Desert Adventure Dragway, Magma Moon Marathon, Dark Forest Dash, and Imperial Grand Prix. These happen to be the same tracks of Circuit 1, but mirrored. The circuit champion of Circuit 4 is Johnny Thunder. He prefers to use the grappling hook. Besides Johnny Thunder, the other drivers in this circuit are the same as the ones in Circuit 1 (except Captain Redbeard). Johnny Thunder has a sandy-colored car with an "adventurous' look, as well as twin turbo jets on the back. Circuit 5This circuit features the following tracks: Amazon Adventure Alley, Ice Planet Pathway, Royal Knights Raceway, and Tribal Island Trail. The circuit champion of Circuit 5 is Baron von Barron. His tactic is to collect blue LEGO Bricks with several white power-up bricks. His favorite power-up is the 8-second (yellow) forcefield. Besides Baron von Barron, the other drivers in this circuit are the same as the ones in Circuit 2 (except King Kahuka). Baron von Barron has a dark grey car with large tires. The design is somewhat similar to Johnny Thunder's car. Circuit 6This circuit features the following tracks: Alien Rally Asteroid, Adventure Temple Trail, Pirate Skull Pass, and Knightmare-athon. The circuit champion of Circuit 6 is Gypsy Moth. She prefers to use the Homing Missiles, but sometimes she also uses the Warp Turbo Boost and the 10-second (red) forcefield. Besides Gypsy Moth, the other drivers in this circuit are the same players as in Circuit 3 (except Basil the Batlord). Gypsy Moth has a neon blue car with "futuristic-looking" wheels, and a rocket booster at the back. Circuit 7This circuit features only one track, the Rocket Racer Run. The circuit champion of Circuit 7 is Rocket Racer. He constantly tries to get the Warp Turbo Boost. Rocket Racer prefers to use power LEGO Bricks on green LEGO Bricks, but he never uses green bricks unless he also has 3 white bricks. Besides Rocket Racer, other drivers include Black Knight, Admiral, Gail Storm, and Nova Hunter. Rocket Racer has a sharp, streamlined car with his logo, two R's, on the front. The car's color scheme consists of black, grey, red and blue. It also has twin turbo jets on the back. The game also offers a time race mode. The player races against a single opponent called Veronica Voltage. She is the granddaughter of Professor Voltage, a character in the game Legoland who also invented the Destructo Brick in Lego Creator. Veronica drives a ghost car that cannot bump or crash into the player's car in any way. If the player wins every single race in the first three circuits, they are awarded Veronica Voltage's car set, but without the ghosting abilities. After this point, when attempting a time race, the player will see a ghostly car identical to their own. The ghost car follows the same course as the player during their previous race with Veronica. This game also supports a two-player mode. Provided that a second input device (i.e. a joystick, keyboard, gamepad, etc.) is plugged in, a second driver can race against the primary driver in split-screen style. Only two people can race at a time, and CPU racers are also disabled. Note that having only a keyboard attached will still grey out the Versus Race option-one must have a joystick, gamepad, or steering wheel (essentially, any game controller with a USB attachment). However, you can still use both keyboard control sets even if something is attached.
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Post by Seth Drakin of Monster Crap on Dec 3, 2007 12:28:45 GMT -5
119. Castlevania Castlevania is a video game developed and published by Konami for the Nintendo 64. It is the first 3D game in the Castlevania series, and was released in North America on January 26, 1999. Its Japanese title is Akumajô Dracula Mokushiroku. Early in development, the game was known as Dracula 3D and Dracula 64. Fans and media alike nicknamed the game "Castlevania 64" to differentiate it from other games in the series that bear the same title. Dracula reawakens in 1852, after a century of enforced slumber, as a result of humankind's descent into vice and wickedness. Two young heroes sense his return: Carrie Fernandez, a girl gifted with magic powers, and Reinhardt Schneider, heir to the ancient Belmont clan of vampire hunters. The two set out to storm the Count's castle in the Transylvanian province of Wallachia and vanquish him. As they penetrate the castle walls, an aristocratic vampire appears to warn Carrie and Reinhardt that "all who oppose the Dark Lord will die." The two then come upon a decrepit villa, where they meet the elderly vampire hunter Charles Vincent, beautiful yet unwilling vampire Rosa, demonic salesman Renon, and young boy Malus. Beneath the estate's maze garden lies a subterranean path to the castle's center, where Dracula's servants (Actrise and Death) attempt to waylay the heroes by pitting them in battle against their loved ones (the Fernandez warrior and Rosa). Carrie kills her vampirized kin while Reinhardt bests Rosa in combat. The heroes then climb several of the castle's towers before confronting Actrise and Death atop the Room of Clocks. With their defeat, the heroes move on to climb the Clock Tower to the Castle's Keep. The heroes may also need to battle Renon, the Demon Salesman in his true form, should you have spent 20,000 Gold or more. If the hero took sixteen or more "in game" days to reach the second chamber on the stairs to the Castle Keep, Vincent will have arrived before them, been defeated by the aristocratic vampire assumed to be Dracula (in reality Gilles de Rais), and turned into a vampire (thus triggering the bad ending). The hero will then have to battle Vincent. Without Vincent's intercession, the hero will not discover that Malus was indeed Dracula reincarnate - not simply possessed by him - and receive one of the bad endings in which the hero rescues the boy. If the player took fifteen or fewer days to reach the second chamber on the stairs to the Castle Keep, they will arrive before Charles Vincent (thus triggering the good ending). After fighting de Rais disguised as Dracula, they will encounter Malus - who transforms into an adult - and defeat him atop the Clock Tower. After his defeat, Malus will regain the form of a child. Attempting to dupe the hero, he will pretend to have no recollection of the battle, but Vincent will arrive and douse the boy with holy water. Vincent explains that Malus was not possessed, but was in fact Dracula reincarnate. Malus then transports the hero to an alternate realm to battle his true form, a centipedal dragon. After Dracula's defeat the player will receive one of the good endings: In Carrie's ending she places a nosegay upon her stepmother's grave. In Reinhardt's ending Rosa, who sacrificed herself for him atop the Room of Clocks, is revived and her humanity restored. Castlevania was present within the series' chronology from its original release in 1999 until 2002, when a timeline published on the official Japanese Castlevania: Harmony of Dissonance website omitted it - as well as several other Castlevania games - from the series' continuity. In 2006, series producer Koji Igarashi stated that "These games were taken out of the timeline not because I didn't work on them, but because they were considered by their directors to be side projects in the series". Since the 2002 removal, the events of Castlevania have occupied an ambiguous place in timelines published by Konami of Japan, Konami of America, and various gaming publications. The most recent English language timeline, distributed with preordered versions of Castlevania: Portrait of Ruin in North America by Konami of America, includes the 1999 Castlevania but does not describe the game's plot. Players can use the R button to center the camera behind the character and lock onto enemies. C up toggles between three camera settings: Normal view is the default camera, Battle view is best for fighting, and Action view is best for platforming. Holding C up allows the player to look at the environment from a first-person point of view. Sometimes the camera will switch to "Boss view" or a fixed perspective. At these times, it may not be possible to change the camera angle using C up or R. Carrie and Reinhardt can perform a wide variety of simple actions. Using the game controller's analog stick they can walk, run, about-face turn, and stop. The A button allows the character to jump. Simply pressing the button will result in a vertical jump, while combining the jump button with analog commands allows the character to sidestep or do long horizontal jumps. Holding the A button also allows the character to hang onto ledges. Pushing up on the analog stick will make the character pull themself onto the ledge. Pressing C Right allows the character to open doors, examine objects, pick up items, and talk to people. Using the Z button can make the hero crouch, move while crouching, and slide. Sliding can do minor damage to enemies. Carrie and Reinhardt also have offensive abilities unique to their character. Each has a primary (distance) and secondary (short-range) attack. Using the B button, Carrie is capable of shooting bolts of homing magic energy. This attack can be charged by holding down the button. Reinhardt attacks with the Vampire Killer whip. Both Carrie's magic and Reinhardt's whip can be powered up by crest items dropped by enemies. Carrie's secondary attack is to hit enemies with her metal rings, while Reinhardt's is to slash with a dagger. C left is used for secondary attacks. Players can also throw a subweapon at their enemies using C down. Subweapons take a certain number of red jewels to use. The four subweapons and required jewel points include: the knife (1), axe (2), holy water (3), and cross (4). Castlevania has different settings to adjust the challenge posed by the game. In "Easy mode", the player will only be able to play until the end of the Castle Center level, at which time the game will ask them to try "Normal mode" to advance to the subsequent stages. Upon completing the game in "Normal mode" the player will then unlock the ability to choose a "Hard mode". In this mode enemies take more hits to defeat and subweapons require more jewel points to use (e.g. 2 jewel points for the knife instead of 1).
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Post by Seth Drakin of Monster Crap on Dec 3, 2007 12:33:10 GMT -5
118. Beetle Adventure Racing Beetle Adventure Racing is a racing game released for the Nintendo 64 made by EA Games. Originally, EA had planned to create a racing game in the form of its popular Need for Speed series on the N64 before deciding on Beetle Adventure Racing. The game features 1970's dialogue and style music. This is a different kind of racing game as all of the vehicles are Volkswagen New Beetles, which were released the previous year. Paradigm Entertainment, which previously worked on flight-based Pilotwings 64 and AeroFighters Assault on the N64, was able to get heretofore unseen draw distances on the N64, and otherwise left Beetle Adventure Racing as one of the better looking games on the N64. Despite the use of real vehicles, the gameplay is much more in line with San Francisco Rush than it is with Gran Turismo, with an emphasis on shortcuts. In Australia there was a second release known as HSV Adventure Racing, which used the same engine but had HSV cars in place of the Beetles. Beetle Adventure Racing also supports up to four players. Two player races can be held in any of the tracks, provided they have been unlocked in the single player championship. Two to four players can also take part in the "Beetle Battle" mode, in which players compete to collect six differently colored ladybugs (HSV pendants in HSV Adventure Racing), attempt to destroy the other competitors, and race for the exit once all the ladybugs are collected. Beetle Adventure Racing has six tracks. All of them are huge and take at least six or seven minutes to complete. As mentioned before, the tracks have many shortcuts. Coventry CoveThe easiest track in the game, and available at the start. Tour the country side in this course. Drive by hot-air balloons, a waterfall, a town, a dock, trains, a barn, Stonehenge, a mine and a castle. Mount MayhemEasy. A chilly race down the side of a mountain. Pass ski resorts, ski jumps, crystal caves, an alien spaceship, and ice caverns in this snowy level. Inferno IsleMedium. Start your race on a beach but quickly move inward as you discover a sea side town, erupting volcano, burning village, pirates attacking a fort, and a T-Rex waiting to take a bite out of you. Sunset SandsMedium. Begin at an oasis but quickly enter the harsh desert and discover a pyramid. Then burst out into an abandoned town and more ancient statues. But remember, "Good things come to those who wait." Metro MadnessHard. Start out on a highway crusing through barricades and rolling into town. Then bust into a movie theatre, a train station, a casino, a gas station and a hotel before reaching the industrial section. While there, you will encounter construction sites, burning buildings, and parking garages. Wicked WoodsHard. Begin your frightening task of exploring a dark night's findings. Go over bridges, through windmills, churches, and towns. Drive into caves filled with gold and graveyards filled with ghosts. Then blast through an old mansion to complete your trip.
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Post by Seth Drakin of Monster Crap on Dec 3, 2007 12:42:49 GMT -5
117. WCW Mayhem WCW Mayhem is a video game by Electronic Arts. Many had high expectations for the game, but after its release, it received mostly subpar reviews. Critics blasted the game for its poor collision detection and lack of diverse movesets. In addition, many felt the much-touted create-a-wrestler mode was nothing more than average. The commentary has been described by most critics better than the WWE games. The game featured several firsts for a wrestling title. For instance, Mayhem was the first game to feature all twelve WCW pay-per-view venues as well as all three major WCW TV shows (Nitro, Thunder, and Saturday Night). It was also the first wrestling game released in the United States to include backstage areas, a feature which would be expanded upon in its sequel, WCW Backstage Assault. It was also one of the first wrestling games to integrate audio commentary (provided by Bobby Heenan and Tony Schiavone). In this game it features an unmasked Rey Mysterio Jr.. It has been made a Classics/Value Series game. It also featured a Pay Per View mode which was unique from other wrestling games, in that you could enter a code to unlock real life pay per view match lineups; these codes would be given on WCW Monday Nitro broadcasts the week before a pay per view. However, this only lasted for about 3 months, as the games' roster was outdated soon after its release, with several of the featured wrestlers leaving the company. Mayhem's working title was WCW/nWo Mayhem, as evidenced by early photographs featuring wrestlers wearing shirts with an older Mayhem logo. The game was promoted for months on World Championship Wrestling TV, including a counter which appeared on programs such as Monday Nitro and Thunder, counting down the days, hours, minutes, and seconds to Mayhem's release on August 31, 1999. A clip was even shown of Goldberg's character in a house environment spearing someone through a wall but the move and the house area were not seen in the final game. A sequel to this game, tentatively titled WCW Mayhem 2 was planned for release on the PlayStation 2 in 2001 . The game was slated to be developed by Aki Corporation, the developers of acclaimed WCW and WWF titles for the Nintendo 64. Aki would instead develop Def Jam Vendetta for the next generation of consoles. However, due to WCW being purchased by the WWF, the game's development was cancelled. Work on this game began mainly in response to the failure of WCW Backstage Assault. Stages Are: * Monday Nitro - modern and classic sets (the "classic" Monday Nitro set must be unlocked.) * Thursday Thunder - classic and modern sets * Saturday Night * Souled Out * SuperBrawl * Uncensored * Spring Stampede * Slamboree * The Great American Bash * Bash at the Beach * Road Wild * Fall Brawl * Halloween Havoc * World War 3 * Starrcade Despite being seen as the background for the options screens, the WCW Mayhem arena was not selectable during the game. Also, most of the arenas in the game feature old-style WCW logos (with some featuring the WCW/nWo logo). Backstage Arenas are: * Locker Room * Storage Room * Parking Lot (Day) * Parking Lot (Night) * Hallway * Boiler Room * Ticket Office * Loading Room * Restroom * Office (Day) * Office (Night) * Media Room * First Aid Room Steve McMichael and Chris Jericho were featured in this game despite having left the WCW roster months earlier. In the Nintendo 64 and PlayStation versions of the game, the roster is divided into factions: WCW, nWo Hollywood, nWo Wolfpac, Four Horsemen, Cruiserweights, and Hardcore. Most of the non-wrestler hidden characters were placed in the Hardcore division. Featured Wrestlers Are: * Alex Wright * Billy Kidman * Bobby Duncum, Jr. * Booker T * Bret "The Hitman" Hart * Buff Bagwell * Chavo Guerrero, Jr. * Chris Benoit * Chris Kanyon * Curt Hennig * Dean Malenko * Diamond Dallas Page * Disco Inferno * Eddie Guerrero * Ernest "The Cat" Miller * Goldberg * Hollywood Hulk Hogan * Horace Hogan * Juventud Guerrera * Kaz Hayashi * Kenny Kaos * Kevin Nash * Konnan * La Parka * Lex Luger * Lizmark, Jr. * Macho Man Randy Savage * Norman Smiley * Perry Saturn * Prince Iaukea * Psychosis * Raven * Rey Mysterio, Jr. * Scott Norton * Scott Steiner * Steve "Mongo" McMichael * Stevie Ray * Sting * Wrath Secret/Unlockable Wrestlers Are: * Arn Anderson * Bam Bam Bigelow * Barry Windham * Bobby Blaze * Bobby Eaton * Chris Jericho * Doug Dillinger * Eric Bischoff * Jimmy Hart * Lash LeRoux * Mean Gene Okerlund * Ric Flair * Rick Steiner * Scott Hall * Sergeant Buddy Lee Parker * Sonny Onoo * Wolfpac Sting
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Post by Seth Drakin of Monster Crap on Dec 3, 2007 12:47:53 GMT -5
116. South Park: Chef's Luv Shack South Park: Chef's Luv Shack is a 2D game-show style video game based on the television show South Park. It was released in 1999 for the Sega Dreamcast, PlayStation, Nintendo 64, and PC. It gained its popularity by having unique Mini Games and the ability to play against friends in a challenge for the most points. It also involves trivia questions about South Park and other topics. In the game you get to choose to be one of four characters, Eric Cartman, Kenny McCormick, Kyle Broflovski, and Stan Marsh. Mini-Games Are: 1. Asses in Space (based on Asteroids) 2. Avalanche (based on skiing game in Microsoft's classic Best of Entertainment game package) 3. Bad Kitty (based on Donkey Kong) 4. BEEFCAKE! 5. Bees at the Picnic (based on Galaga) 6. Chicken Lover 7. Destroy Bugs 8. Eat This (pie-eating contest) 9. Find The Can 10. Frog Toss (based on the carnival game) 11. Herd Chickens 12. Go-Kart Racing (based on Super Sprint) 13. Parachute Dropping (based on Balloon Fight) 14. Pizza Patrol (based on Paperboy) 15. Rodeo (using a mechanical bull) 16. Round Up 17. Save Scuzzlebutt (based on classic Nintendo Game & Watch game) 18. Snow Fort (based on Warlords) 19. Soda Shake 20. Spank The Monkey (based on Simon says) 21. Stampede (based on the Running of the Bulls) 22. Tug-Oh-War 23. Whack a Zombie (based on the Whac-A-Mole arcade game)
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Post by Seth Drakin of Monster Crap on Dec 3, 2007 12:51:42 GMT -5
Countdown Update Time.
125. Mission: Impossible 124. Wetrix 123. Cruis'n Exotica 122. Fighter's Destiny 121. Mace: The Dark Age 120. LEGO Racers 119. Castlevania 118. Beetle Adventure Racing 117. WCW Mayhem 116. South Park: Chef's Luv Shack
Now for clues to the next five games.
* A Small Town In Colorado
* Earthquake
* In A Second
* Same Thing We Do Every Night, Pinky....Try To Take Over The World
* Somewhere Over The Rainbow
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Post by Insomniac on Dec 3, 2007 13:57:09 GMT -5
Mayhem ahead of Beetle Adventure Racing and Castlevania...
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AFN: Judge Shred
Bill S. Preston, Esq.
Wanted to change his doohicky.
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Post by AFN: Judge Shred on Dec 3, 2007 14:06:53 GMT -5
Mayhem ahead of Beetle Adventure Racing and Castlevania... yeah I agree. Beetle racing was a really good game. Mayhem was frozen dog plop.
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Post by Dave the Dave on Dec 3, 2007 14:10:36 GMT -5
I'm mad at everyone who voted not having Quake II higher. I love that game.
Also if GoldenEye is not in the top 3, I'll call shennigans.
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Post by Insomniac on Dec 3, 2007 14:42:02 GMT -5
"* A Small Town In Colorado"
I really liked the South Park FPS. Not the best FPS by any means, but funny and enjoyable.
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AFN: Judge Shred
Bill S. Preston, Esq.
Wanted to change his doohicky.
Member of The Bluetista Buyers Club
Posts: 18,221
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Post by AFN: Judge Shred on Dec 3, 2007 14:49:01 GMT -5
"* A Small Town In Colorado" I really liked the South Park FPS. Not the best FPS by any means, but funny and enjoyable. It had fun multiplayer. And despite being incredibly broken in so many ways, still managed some enjoyment, which is a great accomplishment.
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Push R Truth
Patti Mayonnaise
Unique and Special Snowflake, and a pants-less heathen.
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Posts: 39,310
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Post by Push R Truth on Dec 3, 2007 14:52:13 GMT -5
"* A Small Town In Colorado" I really liked the South Park FPS. Not the best FPS by any means, but funny and enjoyable. It had fun multiplayer. And despite being incredibly broken in so many ways, still managed some enjoyment, which is a great accomplishment. Yellow Snowballs. That is all that needs to be said!
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