This is what people played before Maiden and Soul came out. The combat isn't as fleshed out as proper fighting game peers of its time, but there's still a decent amount of special moves and interesting decision making during the fights.

Other than that, it's some awful voice acting and decent looking visuals. The
Peking Man of a subgenre of two other genres. Not a great solo arcade experience, but there's fun to be had with friends and the visual design of the characters isn't bad.

If I had to play this game on original hardware, I probably would have dropped it. But we live in the future, and I had a ton of fun with it! It's so archaic and basic that it loops around to being approachable with very clear goals. This is a game you're going to need to either find a map for or make one for yourself, but even with trial and error I couldn't see this game taking more than 10 hours to beat, and there's a very real sense of accomplishment overcoming this game's hurdles. Ironically, I would say this is one of their PS1 games that's aged the best and anyone interested in Fromsoft's backlog should check this out.

Makes me feel better about my spelling.

I think the chick is cute. Forgettable the moment you're done with the game. A harmless game that takes half a hour to beat. Inexplicably was on the PSN store for awhile.

The comparisons to Mario Party don't hold a ton of water because there's 4 minigames in this title with minor reskins. The lack of variety is what tanks this game for me. What games that are there are fine and if they were included in a pile of like, 10-20 other minigames I'd probably have a fond feeling towards this release, but the lack of variety is inexcusable. No wonder why you could find this game mostly complete as a demo for a better game, there's just not enough here.

Tempest 1500. I was rooting for this game, but this game had to have double the rizz it does to work. You won't have a bad time playing this toob shooter but the underwhelming presentation was a let down. I can't remember any of the music, iS shouldn't have that problem.

Captures the spirit of the movie.

There's just no spice to the game. As a package, this game shouldn't be less than the sum of its parts. The music's not as good as Yoshi's Island, but it's still high quality work from a first party dev that knew what they were doing with the soundchip. The presentation's great, with everything being very colorful and easy to see in a way that played to the strengths of the console. It handles well, it doesn't overstay its welcome, there's so much that this game has going for it, but when you put the whole thing together as a gameplay package, there just isn't enough bite. There is some interesting level design, but overall this is the easiest Yoshi platformer and one of the easiest Nintendo games with a losing condition.

I love easy games, I'm bad at video games and usually prefer easy modes (especially when harder modes don't fundamentally change gameplay), but there's just so little resistance to the experience that the game lasts half a hour and you'll probably forget most of it shortly after. It sucks, because I enjoyed myself for that half a hour and if you enjoy N64 games, this is still an easy suggestion. It's just not a game that I could see many people calling their favorite, despite the obvious talent that was behind this release.

I can't say it's in the top five worst N64 fighting games, but that's just because of the key-jangling "I know what that is" appeal of SRW in general. This is a game that squeezes that appeal for everything it's worth, and I don't think it's worth an afternoon going back to check this game out. The mechs look nice, and the occasional cut-ins of the pilots faces was neat. Hearing older consoles try to recreate classic mecha themes is one of my favorite parts of the series and they sure did recreate G Gundam music on the N64 soundchip. This game isn't nearly as bad as something like Ultimate Battle 22, but it is an unessential part of the series.

Just came out a bit too early in the N64 to have the polish for it to hold up. The Slave Zero fight almost made me drop the entire game, and there are absolutely other frustrating lowpoints on account of being a 3D game with flight released in 1996. That being said, within the context that it came out, this game kinda owns. This was well before the fatigue that the prequels/sequels/EU inundation would bring, and there were a lot worse Star Wars games coming out around this point.

Are the large levels obtuse and kinda empty feeling? Yeah, now, but if my only comparison to other 3D games on the N64 was SM64, I'd probably have a blast. It was still a fun enough ride to see all the way through. Apparently, this game had a ton of delays during its production, it honestly could have used another 6 months to turn into something special with a bit more polish.

"Sprite" flickering on a N64 game is really hard to justify. If you were stuck in a McDonalds playarea for the rest of your life and only had access to a N64, this shmup would do. It's just kinda hard to tell what's going on with some of the more chaotic patterns. Also, I might just be bad at shmups but I swear the hit detection was bullshit at points.

Pros: Decent arcadey boxing with a fun build-a-boxer main campaign, complete with minigames.

Cons: You can have a fight where Bill Clinton fights Michael Jackson with Michael Buffer as the announcer, which may be the most pedophilic gaming moment of the fifth-sixth generation of gaming. At least, god I hope it is.

This game gave us Beartank, a Komoney Elder Statesman who'd show up in Pop'n/Castlevania/KKR. Even if the game was bad (and it's not, it's probably the 2/3rd best fighting game on the console!), the vibes and presentation are stellar. A really good style can carry a game and while it's not a fighting game I'd want to grind out and netplay, it's a great time with friends over.

This game shouldn't have been released. I feel bad complaining about it, because the development of this game must have been hell. This is one of the most obviously unfinished games I've ever played. If you have a JRPG ending that makes Grandia 2/3's look like Final Fantasy 6's, I have to assume someone leading your hit new JRPG project of 1998 passed away tragically. I think that the setting for Quest 64 could have worked really well, the 10 percent of the game that we got that wasn't quickly patched up to shove out the door was decent if not outright good. It's just such a slog to travel down all these empty hallways for way too goddamn long without anything but bland random encounters to break up the monotony.

It's one of those games you play and afterwards you just feel pity.

The powerups in this game are buckwild. Everything else about the game is acceptable and doesn't leave a bad taste in your mouth. I really wish there was more character/kart customization, but it's still more than we got for Lego Island, and the stage designs look really nice.

All that being said, the items in this kart game warp the experience even on a causal playthrough to the point where it's worth checking the game out to see it. We're talking "you can skip 3/4ths of a lap on most courses" devastating. It feels awful to get hit by and items aren't used as a comeback mechanic in the same way they were in something like Mario Kart. Obviously, it doesn't really matter because it's a 25~ year old racing game for children (that can get pretty tough, I needed those powerups), but it does help it stand out from a game design standpoint from its peers.