64 is the new sequel

Ridge Racer 64 & WipEout 64

In the same manner "Super" was inserted into established franchise titles on the Nintendo SNES, "64" became the number to end Nintendo 64 titles with. Among these titles are two games I've always wanted to check out, mostly because I love their PlayStation counterparts, but also because they seem like solid titles on their platform.

When I was young, back in the 90's, I always joked around with what would happen when a series actually reached the 64th version and these N64 games existed. Sadly, for the two franchises I feature here, have halted to exist for many years.

We are talking about Ridge Racer 64 and WipEout 64


These two racing franchises were, for the most part, associated with the first PlayStation. Although, the first two WipEouts were available for Sega Saturn and PC too. Being a huge PS1 player back in the 90's, I sceptically overlooked these entries for the N64.

I guess I'd made a prejudged opinion, feeling they were merely spin-offs, designed to fit the N64 hardware. Partially, I was right, but mostly wrong and digging into them reveals clever ideas with the established franchises.

Here we are then, many years later and I've gone back for a closer look. Worth noting is that my screenshots beneath, are from higher resolution, emulated versions, as I have no capture card for my retro consoles. Making them look far sharper than running on an actual N64.

With that info out of the way, let's dive in and see what the 64-bit versions offer for each title!


Review

Played on: Nintendo 64
Released: 1998

To better understand where WO64 stands in the WipEout timeline, compared to the PS1 games from the same generation, WO64 lies somewhere between WipEout 2097 and WipEout 3. Indeed, it was released in-between these two entries too, although two years after 2097 and closer to WO3. It's clearly heavily based on 2097 and could be mistaken for a version of that game. Menu design and graphical style resemble it closely.

Whether or not it's a true sequel, or merely a spin-off between 2097 and WO3 can be discussed. I feel it's more of the latter, though the game bridges some of the gap between the games: a female race announcer is present, an elimination mode is added and it a debuts a splitscreen mode. All these features are present in WO3.

Many of the track layouts in WO64 are mirrored versions of ones from WO1 and 2097, albeit with different textures, locations and environment detail. While I appreciate the smoothed textures and insanely short loading times of the N64, it's hardware simply pushes too few polygons around. Resulting in a bad draw distance, almost worse than WO1. It makes memorising track layouts a key to master the faster racing classes, ff you want to avoid being confronted by a corner popping up!



Graphically, WO64 falls somewhat behind 2097. I had to boot up 2097 to refresh my memory and  confirm. While I appreciate the lack of polygon warping the PS1 suffers from, thanks to the N64's Z correction, it just doesn't look as good because of the lack of environmental detail and a short draw distance.

The recycled track layouts, with their rather random artstyle, take away some of the uniqueness the PS1 trilogy offered through it's connections with The Designers Republic. The design team whom were dedicated to the PS1 games art, track design and colour usage, resulting in a modern and edgy 90's look.

There's a nice selection of music on offer, which fits the WipEout style in electronic music. However, the shortcomings of a cartridge console, versus a CD-based one, results in a small playlist of songs. It quickly gets repetitive and apparent that the licensed music tracks are simply short loop versions of the original songs. A large downgrade from the other WipEout releases, which all feature fully licensed songs. Overall though, the music loops doe their job and suit the franchise well.



Moving away from the technical side, WO64 is at it's core a good WipEout game. The physics and steering are based off the excellent 2097 model, offering a better tuned and smooth steering compared to WO1. Midway Games have done a great job in making the analogue steering work well too, going from d-pads to the N64 stick. They've clearly had full access to 2097 code from the original WipEout developers, Psygnosis.

The weapon selection is well balanced and the addition of a challenge mode adds variety and replay value. The difficulty is hard as nails though, be warned, but that's exactly like the first two WipEout's anyway. A classic WipEout package as such.

My impression of WO64 is a mildly positive one, while it does justice to the franchise with it's great gameplay feel, music and futuristic artstyle, it's technical shortcomings hinder the game from becoming a must-have title. It just doesn't seem worth it compared to the wildly available PS1 trilogy. Compared to them, it falls short.

In no way is it a bad game, like the flawed WipEout Fusion on PS2 for instance, and if you only swear by playing the N64 in this era, then it's a good option for a WipEout fix. However, you'll be better off picking up either one of the three on the PS1.




Review

Played on: Nintendo 64
Released: 2000

Placing RR64 into Namco's PS1 RR timeline is more complicated than placing WO64. Developed by Nintendo themselves, in the US, and released in 2000, a year after Ridge Racer Type 4. It utilises some of R4's artwork, cars and visual style, yet it's obviously based on the original Ridge Racer and Ridge Racer Revolution formula. Confusing indeed.

Mascot girl, Reiko Nagase, prides the box art and the start screen with her R4 artwork. However, RR64 sets itself in an alternate timeline where RR1 and RRR received a sequel that continued in their style, influenced by RR4's graphics.

Yes, I did warn you, it's a confusing release, yet strangely enough, it works out rather well!



The main mode in RR64 bases itself on completing three races, placing first in all of them unlocks a new batch of three races, and so forth. Of the three, one racetrack is from RR1, another is from RRR and the third, which I found the most interesting, is a unique location for RR64.

These unique racetracks are far away from the tropical, urban setting of RR1 and RRR. They're canyon and desert based, with a more subtle colour palette and softer tone, taken from RR4. They end up being the most interesting and best feature of RR64.

I especially liked the night races on these unique racetracks. The red glow from the rear lights of the cars, the light sources along the dark, moonlit road, all come together to make the graphics shine in it's own graphical style. Visually, the game does well, though the lower polygon count of the N64 is apparent, making the roadside detail sparse.

Playing this game in 2000, after the visually impressive R4, must have felt like a downgrade. Once again though, the N64's strengths in loading times and polygon correction into the distance, help make it on par with the first two RR releases on PS1 though.

To my surprise, the option screen lets you choose between RR, RRR or RR64 type drift handling. Same goes for the collision physics, which can either be traditional RR or the new RR64. While I suppose some RR purists enjoy these options, I personally left both choices default on the RR64 styles. This game should be RR64 and not try to be another RR, which I can play on the PS1 anyhow. Bonus points for the option to turn off all the HUD too!



While it would never dethrone Rage Racer and Ridge Racer Type 4 as my favourite RR games, I actually enjoyed RR64 more than expected. It's a nice progress of the original RR style from RR1 and RRR. The new and unique racetracks are well designed and take benefit of the engine they run on. It's a chunkier looking game, but  with far more lifespan than the crudely sparse RR1 and RRR on the PS1, the whole main mode has a superior progression and unlock system.

Although it expands the original RR universe further, perhaps a little too much into it's own style than RR fans are comfortable with, RR64 ends up being a strong arcade racer ifor the system. It's absolutely a racer that N64 owners should own. Rage and R4, however, are way ahead in a class of their own!



Summary

Let me first mention that both these N64 games offer up to four player splitscreen! An incredible addition, proving again that the N64 always was the greatest home console for local multiplayer in it's generation. Straight from it's unique choice of having four controller ports, this console just has a ton of local multiplayer experiences on offer!

So, two N64 racers then, both are strongly presented previously on PS1, are they worth your time? I think so, but perhaps mostly for fans of their respective series. If you're devoted to each series, like me, then it's absolutely recommended, though you've probably checked them out already!

Of the two games, I would mostly recommend RR64. It feels like a stronger and more unique alternative to it's origins. WO64 falls short of doing anything special than it's cheaper, and more available, PS1 counterparts. Justifying it's purchase is kind of tricky.

Are there alternative ways to play these today? The short answer is no, apart from emulation, they're both exclusive to the N64. As mentioned earlier, they both support local four player and can be used with the rumble pak. WO64 sadly bases itself on the Memory Pak to save, so you'll have to get one of those to keep your progression.

RR64, on the other hand, saves on the cartridge, with up to three different save slots. Ridge Racer DS, on the original Nintendo DS, is a port of RR64 and could be a viable option for some. Albeit with slightly downgraded graphics.

Well, that's my thoughts on RR64 and WO64. It's been fun playing them, even so many years later. Be sure to check them out if you're really into the N64 and racers from this generation!