Star Ocean-The Second Story: A Grand Adventure into the Vast Star Ocean
Dave C. writes about the PS1 RPG should-be-classic, Star Ocean: The Second Story!
We roll into a 3D platformer from 1999, the first game ever made by Sucker Punch Productions!
Dave, Jiggylookback, and Bill from Gaming and Collecting and The 3DO Experience chat about what sets this game apart from other platformers at the time and how it almost didn't get released after being passed up by multiple publishers in the late 90's. We've launched a Patreon page where you can get VIDEO reviews and episodes early!
PLUS, some free content is dropping on the page as well like pre-show chats, mini reviews, and your chance to take home a free holographic Remember 64 sticker! patreon.com/remember64show Find more of Remember 64 on TikTok, Threads, Instagram, & Twitter @Remember64Show
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[00:00:03] Welcome to Remember 64, where this week we're a unicycling robot.
[00:00:48] Welcome to the show everyone.
[00:00:49] My name is David Pietrangelo and I'm hopping and bopping my way across a strange circus-like
[00:00:54] land and building up as much speed as possible before I fall all the way down to the ground
[00:01:00] from this giant tower of weirdness or whatever this is.
[00:01:04] But there's no fall damage?
[00:01:05] Woohoo!
[00:01:06] Okay, here we go again.
[00:01:09] Jiggy, how's it going buddy?
[00:01:11] Welcome to the show sir.
[00:01:12] Hey, I'm here.
[00:01:15] You're here too.
[00:01:17] Jiggy look back back once again and if any of that made sense that I just said in any
[00:01:23] way whatsoever you may have guessed, may or may not have guessed that we are playing
[00:01:28] Rocket Robot on Wheels.
[00:01:31] It is the first game from Sucker Punch and if that name sounds familiar to you
[00:01:36] it is the creators of Sly Cooper, Infamous and most recently Ghosts of Tsushima.
[00:01:42] Today we are so graciously hosting Bill from the Gaming and Collecting podcast, the 3DO
[00:01:50] Experience and Geek Addicts.
[00:01:52] Bill, welcome back to Remember 64.
[00:01:55] Hey Dave, it's been a while.
[00:01:57] I think last time I was here we were talking about Resident Evil 2.
[00:02:00] It was Resident Evil 2.
[00:02:02] Oh that's the early days.
[00:02:03] Early days, yeah.
[00:02:05] Fun fact, I was the first guest of the show.
[00:02:08] You were.
[00:02:09] You're on level 2 and it is still one of the most popular episodes on the feed
[00:02:16] because it is just all about the knowledge of collecting, all about the
[00:02:21] sort of like weird world of collecting retro games and stuff like that.
[00:02:26] And I think when I started the show I said you know what this is a great
[00:02:29] way to just start things.
[00:02:31] You know, like this is something that people that might be listening to the show
[00:02:35] or the shows like it like yours, Bill, that are wondering like why is this
[00:02:39] stuff so goddamn expensive?
[00:02:41] Why is it so hard to find all that kind of stuff?
[00:02:43] And I think that is just like an evergreen situation for people in our
[00:02:47] shoes.
[00:02:48] So and I have said this one quote from that episode.
[00:02:52] It has stuck with me for almost two years at this point.
[00:02:54] I've told this to numerous people that when it comes down to it,
[00:03:00] everybody just wants their stuff back.
[00:03:02] And that is what you told me in that episode and it rings true every
[00:03:06] single day of our life.
[00:03:08] What's funny is like I re-listened that episode like a while back and I was
[00:03:12] like, you know, it's very still on pretty accurate to what's going on in
[00:03:16] the collecting scene.
[00:03:16] But I'm like, you know, in a lot of places it's much worse now than it
[00:03:20] was then.
[00:03:21] That's the crazy thing, right?
[00:03:22] That is that was only a year and a half ago and it still keeps
[00:03:26] spiraling in a lot of ways, right?
[00:03:28] So it's really crazy.
[00:03:30] It's it's just and it doesn't.
[00:03:32] And you know, we talked about a whole bunch of consoles.
[00:03:34] We talked about PlayStation, talked about Dreamcast, a bunch of stuff, right?
[00:03:38] This this is one of those games that might fall into that category
[00:03:41] that may have just kept spiraling in a way since then.
[00:03:44] So Rocket Robot on Wheels before we get into sort of talking
[00:03:49] about the game itself and, you know, some of the development
[00:03:53] and history of it kind of thing.
[00:03:56] We, you know, me and Jiggy were sort of discussing like, oh, what should we
[00:03:59] play next or whatever?
[00:04:00] This kind of came up on the list of games that I saw that, oh, we haven't
[00:04:03] covered this yet.
[00:04:04] And I've always kind of wanted to.
[00:04:05] Jiggy was doing another video of that he was working on
[00:04:09] on his YouTube page about it.
[00:04:11] And then once that came up, I was like, wait, I think I'm pretty sure
[00:04:16] Bill mentioned that this is like a game that's really close to his heart.
[00:04:19] I'm going to see if it is.
[00:04:21] I'm going to see if I'm right because I haven't talked to him for a little
[00:04:23] bit, but I just have this.
[00:04:25] I don't know why it's stuck in the back of my mind.
[00:04:26] Just like that quote, it's still stuck in the back of my mind.
[00:04:29] So I asked you and you said, yes, absolutely.
[00:04:31] This is that game.
[00:04:32] Why is it that game for you, Bill?
[00:04:34] Like what about this game?
[00:04:36] So as I mentioned, like way back in the day, like I didn't grow up
[00:04:40] with an N64.
[00:04:40] I was a PlayStation kid and PlayStation had a ton of their own
[00:04:48] exclusives for the time.
[00:04:49] And as we mentioned earlier, a lot of them were developed by
[00:04:52] Sucker Punch Productions and one in particular that was probably
[00:04:56] one of my favorite games as a kid was the Sly Cooper series, which to
[00:05:00] me are some of the finest platformers ever made.
[00:05:04] So when I finally got into N64 collecting around like 2010, I want
[00:05:09] to say when I got my N64, I remember I joked back then that I
[00:05:12] had man 64 for about like five months without any games because
[00:05:16] games were just so expensive and hard to find.
[00:05:18] Yeah.
[00:05:19] And I kind of grabbed the ones I could find.
[00:05:21] Like I got Star Fox 64, Donkey Kong 64.
[00:05:25] And then I was like, you know what?
[00:05:27] I love Sucker Punch and I know about that they made a game for N64
[00:05:31] that was their first game.
[00:05:32] And supposedly, even though nobody really talks about it, it's
[00:05:35] supposedly critically lauded as like one of the finest platformers
[00:05:38] on the N64.
[00:05:39] So I went out of my way.
[00:05:40] I found it.
[00:05:41] It was semi expensive at the time.
[00:05:43] It was like 30 bucks, which now is now is cheap.
[00:05:48] Yeah.
[00:05:49] What's funny is as a.
[00:05:51] So that was 2011 ish.
[00:05:52] I was still in.
[00:05:55] High school senior year, not senior year.
[00:05:58] God, I don't even remember what year it was, but I was still in high school.
[00:06:01] Didn't have a job.
[00:06:01] So money was not the easiest thing to come up across.
[00:06:05] So I had to save up for probably half a year.
[00:06:07] And then once I had the money put aside, I got that one and my N64
[00:06:11] collection started looking like a collection at that point.
[00:06:13] I had three games.
[00:06:14] So at least it wasn't just that.
[00:06:17] It wasn't a console sitting on a shelf that I couldn't even turn on
[00:06:19] because the N64 doesn't have a startup at all.
[00:06:22] Right.
[00:06:24] Like that the weirdest part about that was like, I own the thing
[00:06:27] and it turned on.
[00:06:28] I was like, it works, I think.
[00:06:30] I mean, I tell it because there's no way to know without a game.
[00:06:33] Right.
[00:06:34] Yeah, there's no way for it to.
[00:06:35] Yeah.
[00:06:35] Yeah.
[00:06:36] Yeah.
[00:06:36] The light turns on, but that's but it.
[00:06:39] Yeah.
[00:06:40] Thankfully, it worked.
[00:06:41] I still have it to this day, which is hilarious
[00:06:44] because N64s are not the easiest things to find anymore.
[00:06:46] I know, I know.
[00:06:47] I just went to a store yesterday and and and picked up a couple,
[00:06:51] you know, smaller purchases for a couple of small games.
[00:06:54] But not only are there only a couple compared to the Play
[00:06:58] Stations and even a couple of Dreamcasts were there and stuff too.
[00:07:01] But they're not cheap, man.
[00:07:04] At least at least in Canada it was these were priced.
[00:07:08] They were in really good shape.
[00:07:09] They were cleaned up.
[00:07:09] This place was like, you know, it's a nice place.
[00:07:11] But or at least there's stuff to make sure it's tested and whatever.
[00:07:15] Right.
[00:07:18] It was I want to say it was 140 bucks for the console and one controller.
[00:07:22] That's not cheap.
[00:07:23] That's not cheap.
[00:07:24] Even if that was in the States and it was like 120
[00:07:27] because sometimes stuff sometimes stuff is quote unquote cheaper
[00:07:30] in the US compared to where I am.
[00:07:31] But that's still a lot of money, man.
[00:07:33] Like just just for no games like that's that's wild to me.
[00:07:38] Yeah.
[00:07:39] And 64 is particularly bad.
[00:07:41] So is GameCube.
[00:07:42] It's it's the Nintendo tax, I always say, because Nintendo stuff
[00:07:45] is just always more expensive for whatever reason.
[00:07:49] Yeah, it's like even and that's true even today.
[00:07:51] It's not even just retro stuff because you can look at like this switch
[00:07:54] and games that were launch titles are still 40, 50 dollars.
[00:07:58] Like they don't go down in value.
[00:08:02] And I don't know if that's Nintendo just somehow retaining that
[00:08:06] like no, no, no, no, they're full price or whatever it is.
[00:08:09] But it's just it's something about it.
[00:08:11] I think you're onto that Nintendo tax.
[00:08:13] Yeah, I always say one of my favorite collecting stores,
[00:08:16] I'm pretty sure I shared was when I bought my GameCube,
[00:08:20] paid five dollars for the GameCube, 50 for Melee.
[00:08:25] Yeah, that's yeah.
[00:08:26] As crazy as the five dollar thing is the fact
[00:08:29] that the game is that much more also kind of makes sense.
[00:08:32] Yeah.
[00:08:35] So it was their value.
[00:08:36] Yeah, right.
[00:08:38] So you so you booted this up.
[00:08:40] This was one of the.
[00:08:41] So did you you just sort of knew about it because of Sucker Punch?
[00:08:43] You're like, I like the studio.
[00:08:44] I like Sly Cooper or whatever.
[00:08:46] Um, do you remember if you were like, you know, pleasantly surprised
[00:08:51] or if this is what you expected?
[00:08:52] Or did you know anything about it before you turned it on?
[00:08:56] So all I knew was it was a platformer because I went on.
[00:09:01] So I was playing Sly Cooper.
[00:09:02] I played the hell out of those games and I just started playing infamous.
[00:09:06] Yeah.
[00:09:06] And I was like really, really high on Sucker Punch's games
[00:09:10] because they haven't made a bad game yet at this point.
[00:09:13] Yeah.
[00:09:14] So I was browsing their Wikipedia page and just reading it.
[00:09:18] And I saw before Sly, they made a game called Rocket Robot on Wheels
[00:09:23] for the N64.
[00:09:24] And I was like, oh, they weren't always a Sony studio.
[00:09:27] Right.
[00:09:28] Ironically, they were owned by Microsoft at one point,
[00:09:30] which is very interesting in their history.
[00:09:32] Yeah.
[00:09:33] But I saw that I saw.
[00:09:35] Yep.
[00:09:36] I saw platform.
[00:09:39] I saw it.
[00:09:39] It was a platformer and it looked fascinating like you play as a robot.
[00:09:44] So I ordered it and booted it up and I'm not going to lie from the start.
[00:09:48] I was pretty hooked on it.
[00:09:50] Nice.
[00:09:51] Yeah, it's it's this is me.
[00:09:54] If anyone's watching the video versus me struggling with what the controls
[00:09:56] were at the beginning, I'm I was so bad at this at first.
[00:10:00] I was like, what am I doing?
[00:10:01] How does this control?
[00:10:01] And we'll get it.
[00:10:02] But very unique feeling platform.
[00:10:05] It is. Yes, exactly.
[00:10:07] Yeah, we'll get into it for sure.
[00:10:09] But I think that you mentioned Microsoft as well.
[00:10:13] And from when I was sort of doing research and all that kind of stuff here,
[00:10:18] Rocket Robot on Wheels, its founders came from Microsoft
[00:10:22] and they decided to start the studio.
[00:10:24] They decided to start Sucker Punch
[00:10:27] and just kind of create a game for the N64.
[00:10:31] And I was like, oh, really?
[00:10:33] That's that's interesting that they just yeah, this is what we want to do.
[00:10:36] We want to do, you know, we want to do a platformer for this this console.
[00:10:40] They only had I think it was at this point it was roughly 97 around that time.
[00:10:45] So the console was already out.
[00:10:46] You had things like obviously like Mario 64 was out at that time and stuff.
[00:10:49] And like to me, that sounds like a really like ambitious start
[00:10:54] to be like, I want to make a platformer that is like Mario 64
[00:10:58] or have like similar DNA to that.
[00:11:03] It's it's an interesting way to go about it, because I think that's like
[00:11:07] at that time, that's tough to do.
[00:11:09] That's like a really difficult sort of task to try and take on.
[00:11:12] And they did something different with it, at least right there.
[00:11:16] The physics based game is essentially what this is.
[00:11:19] Yes. Like that's really really what it is.
[00:11:22] During that era, there was like two ways of making a platformer.
[00:11:25] You either had the open world collectathon style
[00:11:28] that Mario 64 popular popularized or you had more of like the Crash Bandicoot
[00:11:33] style with linear stages that went.
[00:11:36] Yeah, kind of like the hallway design.
[00:11:37] I think it's been coined these days.
[00:11:40] Yeah, hallway, hallway platformers sort of thing.
[00:11:42] Yeah, that's that's part of it.
[00:11:44] Before we get too far into it, Jiggy, did you have experience with this in the past?
[00:11:47] You you did you did a very in-depth video about this recently, too.
[00:11:51] So like you've had very recent experience and in a lot of,
[00:11:54] you know, in an in-depth way, but did you have anything,
[00:11:57] you know, any experience with this earlier? Nothing.
[00:11:59] I had absolutely zero experience with this growing up.
[00:12:02] It's not one I ever particularly saw.
[00:12:06] And if I did saw, I probably passed it up
[00:12:09] because I probably thought it didn't look my speed.
[00:12:12] I think the thing that really like
[00:12:16] detracted me from it.
[00:12:17] So I got Iggy's Wreck-n-Balls.
[00:12:20] Oh, yeah. When I was a kid, if you know that game.
[00:12:22] And that game was like, you know, side to side,
[00:12:25] kind of like a battle system where you're like jumping up and down.
[00:12:29] You're just a ball rolling around essentially.
[00:12:31] Yeah. This the cover for this game.
[00:12:34] Similar to Iggy's Wreck-n-Balls in my mind.
[00:12:37] So I'm sure I was like, I have Iggy's Wreck-n-Balls.
[00:12:40] I don't want rocket.
[00:12:41] So I was like, if I knew it was a platformer,
[00:12:44] I probably would have been like, yes, yes.
[00:12:47] But I just assumed it was going to be the same.
[00:12:50] Something like that.
[00:12:51] But yeah, you weren't entranced by this red cartridge.
[00:12:54] The red cartridge is cool.
[00:12:56] But I don't know if it did be.
[00:12:57] I don't even know if there was a way to know that it was a red cartridge
[00:13:00] because you'd like you'd like go to the store and try and rent it.
[00:13:02] And the box is just there. Right?
[00:13:04] Like that's like yet for me.
[00:13:06] I recognize the cover like I honestly did.
[00:13:09] And I don't know that I knew a whole lot about it until you.
[00:13:15] I remember you saying stuff about it, Bill,
[00:13:16] because I really honestly don't don't remember.
[00:13:19] So there's actually a very interesting thing about this game
[00:13:22] is you notice Ubisoft published it.
[00:13:24] Yes, yeah.
[00:13:25] And there was actually a promotional tape that Ubisoft sent out
[00:13:29] that had like a bunch of their games that they were showing off
[00:13:32] because the tape famously had Rayman 2,
[00:13:35] Conic Trouble and then it had Rocket tacked on as a third game.
[00:13:39] That was one of the few ways people really knew about this game
[00:13:42] when it came out.
[00:13:43] Yeah. So so when I when I was researching everything,
[00:13:47] they had a heart sucker punch basically almost completed this game
[00:13:51] and still had nobody to publish it.
[00:13:54] So they're just working on their own dime, you know, in their own studio
[00:13:58] and just sort of like I find that crazy because I could be so daunting
[00:14:03] because you're just starting off.
[00:14:04] You need you need money, obviously.
[00:14:08] You can work as long as you want.
[00:14:09] But if you're going to be working for like a year,
[00:14:11] a year and a half on something and have no money coming in or very little
[00:14:14] coming in, like, what are you supposed to do?
[00:14:16] How do you how do you even feel like you're going to succeed
[00:14:19] if you don't even have a publisher at that point?
[00:14:21] And Ubisoft was the company.
[00:14:23] So they got turned down by PlayStation, by Sony,
[00:14:27] because Sony didn't think that their
[00:14:30] rocket was enough of a of a mascot.
[00:14:35] And they didn't want the fact that this game was also coming out for the 64.
[00:14:39] They didn't like the fact that that was the case.
[00:14:41] And that that was probably the bigger thing than the mascot thing.
[00:14:44] I'm sure it. Yeah.
[00:14:45] I read the mascot thing.
[00:14:46] I go, yeah, but Sony still has trouble with that.
[00:14:48] It's like in my opinion, anyway.
[00:14:52] Well, you don't like.
[00:14:55] Is it Astro now is the mascot?
[00:14:56] I don't know exactly exactly like there.
[00:14:59] There's characters there and there's family friendly characters there.
[00:15:02] Like there's characters, but.
[00:15:04] I don't know that like outside of Kratos today.
[00:15:07] Yeah. Anyway, I was like, my heart says Kratos is there.
[00:15:11] Ratchet maybe. Maybe Ratchet.
[00:15:13] Yeah, right. Because that game was awesome.
[00:15:14] The most recent game, especially was great.
[00:15:16] But Sac Sac Sacboy, maybe Sacboy could have been it.
[00:15:19] But that boy has been dead though for a while now.
[00:15:21] That's the game like three years ago.
[00:15:23] Yeah, that's the thing.
[00:15:24] Oh, yeah. Sacboy is that Sacboy's adventure?
[00:15:26] Sacboy's. Yes.
[00:15:27] Yeah, it's really good. I've ever played it.
[00:15:29] Oh, it's good. Tomorrow, 3D World.
[00:15:30] It's a 3D world clone, but it's really good.
[00:15:32] Oh, nice. OK. Well, interesting.
[00:15:34] The thing is about all of those and even even Crash at the time is like
[00:15:39] it was all, you know, for five years or something.
[00:15:43] You know, it was all like short, short stints.
[00:15:45] You can't really compete with Mario.
[00:15:47] I understand that. But that excuse for like, no,
[00:15:49] be the mascot. That's come on. Really?
[00:15:51] Like, yeah, but here.
[00:15:53] Let me OK. Let me flip this on its head because.
[00:15:57] There's a certain amount of charm you can instantly get
[00:16:00] from seeing a game cover or a game case
[00:16:04] or just even the art for the game. Right?
[00:16:06] Yeah. Donkey Kong has that.
[00:16:08] Mario 64 had that.
[00:16:10] Spyro had that. Crash Bandicoot have that.
[00:16:13] I don't think Rocket had that.
[00:16:15] OK, I don't think games biggest thing.
[00:16:18] Yeah, it doesn't have the aesthetic
[00:16:21] to support kind of a mainstream success.
[00:16:24] It's just like it's kind of lame.
[00:16:30] I don't speak less like it's not a bad game.
[00:16:33] My enemies like don't get me wrong.
[00:16:35] I'm just saying like there's literally clowns on a ball.
[00:16:40] Rolling around and they make like
[00:16:42] like old school squeak.
[00:16:44] Jingle or something. Yeah.
[00:16:45] Yeah, jingle noises. Yeah.
[00:16:47] It's like this game is
[00:16:50] it is very much the perfect example of a retroactive hit.
[00:16:54] Yes.
[00:16:56] Yeah, it I don't know.
[00:16:59] I think you're onto something, Jiggy, for sure.
[00:17:01] But I think the character model of Rocket himself is still
[00:17:06] could could be pretty interesting.
[00:17:07] Like I I could see that being the
[00:17:11] you know, quote unquote selling point or whatever
[00:17:13] or like the mascot.
[00:17:15] But the rest of it, I think like the worlds aren't necessarily
[00:17:21] overly interesting or make it
[00:17:24] flashy or as I don't know.
[00:17:27] I think another huge thing with Rocket that really heard it was
[00:17:31] it came out on the 64 and the 64 was already saturated
[00:17:35] with 3D platforms as it was.
[00:17:37] Yeah, that's true.
[00:17:38] And there was a lot on the system that kind of got overshadowed.
[00:17:41] Yeah, yeah.
[00:17:42] There's I mean, that's that's a lot of what kept the
[00:17:47] the console afloat with like the bigger titles, like the rare titles, especially.
[00:17:50] But like it's also hard to compete with those.
[00:17:52] Like how do you make this game and just automatically be like,
[00:17:56] oh, this is going to be a success because of the platformer?
[00:17:58] It's understandable because, you know, Nintendo famous
[00:18:02] or infamously patented the camera controls to the C buttons.
[00:18:05] So no other studio could use those like really?
[00:18:09] I didn't actually know that.
[00:18:11] That was the thing.
[00:18:12] So Nintendo actually had to do how the camera controls worked
[00:18:17] in Mario 64 and they had the pad done that for most of the consoles run.
[00:18:23] So that's why a lot of like non-Nintendo or rare made
[00:18:27] platformer platforms have really awful camera controls.
[00:18:30] Yeah, that's so crappy.
[00:18:32] We should talk about this camera, Jiggy.
[00:18:33] I know you have thoughts because on your video, you definitely talked about it.
[00:18:37] Yeah. And I just wanted to briefly say to like
[00:18:43] so this game came out November 17th in North America in 1999.
[00:18:48] Ninety nine. Yeah. OK.
[00:18:49] And I was looking at.
[00:18:51] Yeah, but I was curious because you were talking about
[00:18:54] you were talking about being over saturated and I'm like, maybe sort of.
[00:18:58] Yeah, they existed.
[00:19:00] I think it was more like we didn't get too over saturated until maybe like
[00:19:05] two thousand, like then you're like you're really hitting with a lot of different games.
[00:19:09] Oh, yeah. But it was definitely overshadowed
[00:19:11] with DK64 releasing just a couple days later.
[00:19:15] And if you're going to pick a platformer on the 64,
[00:19:18] like Donkey Kong is definitely going to take the cake there.
[00:19:22] I mean, everyone's going to go to Donkey Kong because it's recognizable, right?
[00:19:25] Like you're going to just going to happen and probably know that it's coming.
[00:19:28] That release date was unfortunate.
[00:19:30] I think probably a controversial opinion, but I'd rather play Rocket.
[00:19:34] I'm not going to lie. Oh, yeah, controversial.
[00:19:37] I hate this camera.
[00:19:40] Yeah, the camera is not great.
[00:19:41] I will say it's better than a lot of the Nintendo cameras.
[00:19:46] Like it's better than tonic trouble.
[00:19:47] I'll say that.
[00:19:49] Oh, I got to play that better than play that better than Earthworm, Jim,
[00:19:52] 3D. I think that is more of that's coming soon, by the way.
[00:19:57] The thing that's up, everybody, that's coming soon.
[00:20:00] The thing about Rocket's camera, too, that really, you know what I mean?
[00:20:03] Like I think it's tolerable, like you said, I don't think it's bad.
[00:20:08] I think it works.
[00:20:10] But the noise it makes when it moves, you know, like,
[00:20:17] if it was like once and it moved, like I was trying to vividly
[00:20:21] like remember what the camera does in other games,
[00:20:26] like the sound effect and was like they do have sound effects.
[00:20:28] But for some reason, Rocket's really it's like I think I said in my video,
[00:20:33] it sounds like a fart that's been like pitched up and it's added reverb.
[00:20:37] It's just like.
[00:20:50] It's like every like I know what it is.
[00:20:54] I know it is besides the noise.
[00:20:55] It's like.
[00:20:57] Increments of camera movement.
[00:20:59] They're not very large.
[00:21:01] So if you tap the button, it's like it moves subtly.
[00:21:03] So you have to tap it like three or four times.
[00:21:05] You're like.
[00:21:07] And it makes multiple noises within it.
[00:21:09] Yeah, you're pressing it quite a few times to make it to make it.
[00:21:11] It is.
[00:21:12] And it gets caught on the wall quite a bit, like on tighter spots.
[00:21:15] Like some games of this era, though.
[00:21:18] Yeah, it was.
[00:21:19] But it feels like for this, like you're going down a hallway, for example.
[00:21:23] And, you know, I kind of want to see what's in front of me a little bit
[00:21:27] instead of being sort of mostly in the front.
[00:21:30] It almost it almost is across between the Resident Evil camera
[00:21:34] and the Mario 64 camera where it's like it wants to follow you
[00:21:38] and be that 3D platformer camera, but at the same time
[00:21:41] because I experienced exactly what you're saying.
[00:21:43] Yeah. When you turn a corner, there are certain certain like set pieces
[00:21:48] within the game where you'll turn into a small cave or something.
[00:21:51] And the camera like flips to the opposite side.
[00:21:53] And to be fair, the controls work like they translate really well.
[00:21:57] It's not like it's not like we're going in a direction.
[00:22:00] All of a sudden you feel like you need to change the joystick orientation
[00:22:02] so that you're moving like it feels natural, like how it works.
[00:22:05] But it's just like then you can't see what's coming.
[00:22:07] There's they do you dirty in the level in particular we're watching
[00:22:10] right now where there's a pit of lava in the middle of this cave
[00:22:14] and you like turn and then all of a sudden there's a pit of lava
[00:22:16] and you just got to know that you have to jump over it.
[00:22:19] Only knew was there because I ran into it the previous time.
[00:22:22] Like that's exactly the reason why I knew it there.
[00:22:25] I think I think before we get too far into like all this stuff,
[00:22:28] too, we have just sort of mentioned that the fact that this game is
[00:22:31] is yes, a 3D platformer, but it also is very physics based.
[00:22:36] Like I mentioned that earlier, but like yes, there's like this is based
[00:22:40] around physics, which, yes, sure, happens in a lot of games.
[00:22:44] They try to have some sort of physics in it.
[00:22:46] But a lot of platformers in the 90s and even a lot of the 3D
[00:22:50] platformers and stuff, Donkey Kong, Mario, whatever you want,
[00:22:52] whatever title you want to pick.
[00:22:54] Sure, there's like physics based in it, but it's not as precise,
[00:22:59] I would say, and it's not as necessary to complete a lot of the tasks
[00:23:06] and especially the actual platforming itself.
[00:23:09] So for example, you want to go up a ramp as Donkey Kong
[00:23:14] or as Mario and Mario 64.
[00:23:16] You can kind of just run up it and it's OK, right?
[00:23:19] But in Rocket and as Rocket, you have to sometimes make sure that
[00:23:24] you have a little bit of a running start or you need to hop your way up
[00:23:27] that hill or that ramp because you need momentum because you're on
[00:23:33] you're on a unicycle, essentially.
[00:23:35] You are a robot on one wheel.
[00:23:37] And I think that is a very inventive idea for the time for sure.
[00:23:42] And definitely ambitious, like talk about ambitious of wanting to make
[00:23:45] this your first game and stuff like that's great and everything.
[00:23:49] I just every once in a while, I was like, I wish it was just a little bit less.
[00:23:55] I don't think it's clunky, but I feel like sometimes the.
[00:24:00] Those platforming elements where you're on something that's really,
[00:24:03] you know, thin or you're going up ramps that are sort of turning
[00:24:07] and things like that.
[00:24:08] It's almost too difficult sometimes in my opinion.
[00:24:11] I don't know if it is.
[00:24:12] I don't know if it knows how difficult it wants to be.
[00:24:14] Yeah, I don't know.
[00:24:15] So a key thing with the platforming, one of the reasons
[00:24:18] I really enjoy it is Rocket has a very good sense of weight,
[00:24:22] which is something that a lot of 3D platformers did not have at this point.
[00:24:26] That's a good point.
[00:24:27] That's part of it.
[00:24:27] Like when you jump, he feels like a rock.
[00:24:30] Like he feels like a robot, like a hunk of metal is jumping through the air.
[00:24:34] Like he's got like this kind of like he'll jump up and then you can
[00:24:36] like feel him like sinking down and you kind of have to time it out properly.
[00:24:42] And what's cool is I played this after playing like say the Sly Cooper series.
[00:24:47] You can see a lot of what Sucker Punch was going to eventually do in this game.
[00:24:53] Because it has the kind of like almost parkourish style platforming.
[00:24:59] Yeah, right at home in that series.
[00:25:01] And it's it's one of those that's like kind of hard to master.
[00:25:05] But once you figure it out, it's like super satisfying to like go
[00:25:08] through all these platforming challenges.
[00:25:10] Yeah, I don't dig it.
[00:25:11] Did you have that experience?
[00:25:12] Like I know that like it's it can be tricky and stuff.
[00:25:15] But did you find that it clicked with you after a while?
[00:25:17] Because you you played it a little while ago for your video.
[00:25:20] But like how did that feel for you?
[00:25:22] Yes and no, I just clunked my mic.
[00:25:24] Yeah, yes and no, I hate giving that answer.
[00:25:26] But it's like, I know, I feel like the majority of the time, yes, it worked.
[00:25:33] I got to a point, though,
[00:25:36] like we'll get to this at some point.
[00:25:38] But the very last boss and very last level, I was kind of I was getting
[00:25:42] really frustrated.
[00:25:45] I wouldn't say it's necessarily with the jumping.
[00:25:49] But there's just some some dumb.
[00:25:53] Dumb, dumb, maneuverability.
[00:25:55] I don't know.
[00:25:56] I find that when you when you're going.
[00:25:58] So it's almost like you have to give yourself a little bit of a head start,
[00:26:01] like you said earlier, and then you have to jump.
[00:26:03] OK, but what I found I was doing and I think this is.
[00:26:08] I think I would have liked this game better if I played this
[00:26:11] platformer before playing others for like so much of my life.
[00:26:16] Right? I'm so used to not these controls and it's not to say I can
[00:26:21] acknowledge they're not bad, but the fact that I couldn't just like
[00:26:25] go off a platform and then jump or like do my double jump and make it
[00:26:29] like you would go off a platform and it would just trigger a double jump.
[00:26:32] But your double jump wouldn't be as high as it would if you actually
[00:26:35] like took the time to do it right.
[00:26:37] Yeah. So that was like a blunder for me
[00:26:40] constantly. I was constantly falling or coming short for my jumps
[00:26:44] and a lot of like falling down to the bottom and then having to scale
[00:26:48] all the way back up and those parts.
[00:26:51] Just frustrating. Those parts sucked.
[00:26:52] Yeah, like I think I think especially early when you don't have as many
[00:26:56] abilities or you're not as comfortable with the controls
[00:27:00] and the camera for sure, like without the double jump,
[00:27:04] I felt like I couldn't get any platforming done. Not going to lie.
[00:27:07] Like it was and it's not that long.
[00:27:09] It's like an hour, hour and a half of play or something like it's not crazy.
[00:27:11] But early on, I think like they should have made the double jump a little bit
[00:27:16] earlier because you can really sort of save yourself in a way.
[00:27:20] Maybe it's too much of a crutch.
[00:27:22] Maybe I should I should learn to be better, but I don't know.
[00:27:25] So it's it's the controls have like a flow to them, which is like
[00:27:31] something that is very common now in like very artsy platformers
[00:27:34] as you see like nowadays where it's kind of like you have to like
[00:27:38] your the key to like getting through the challenges you have to keep moving.
[00:27:41] Like you can't like stop and yeah, yeah.
[00:27:45] It's it's like it's the momentum, right?
[00:27:48] Like it's all physics based.
[00:27:49] So like your momentum matters and that's not what you expect
[00:27:53] with with games like this, right?
[00:27:55] You expect to just, you know, go like you said, Jiggy,
[00:28:00] like you were saying, just jump and just go, right?
[00:28:03] So anyway, yeah, I was going to say first off, I don't have a compulsive
[00:28:07] form of movement in this game, which is a little irritating to me.
[00:28:10] Like usually you have something like Link has like constant rolling.
[00:28:14] Donkey Kong 64.
[00:28:15] I do like cartwheel jump tailspin.
[00:28:18] Like, you know what I mean?
[00:28:20] Like I wanted something like that to like feel like I was moving faster than I was.
[00:28:26] Totally lost my trail of thought.
[00:28:27] I wanted to say that.
[00:28:28] But what did we say right before that?
[00:28:30] Just remind me.
[00:28:32] You're talking about what's like the momentum and everything like in the platform.
[00:28:38] Yeah, I totally lost my thought.
[00:28:40] It'll come back to me.
[00:28:41] Oh, yes, it came back to me.
[00:28:43] Yes. OK, I was going to say what what is like super annoying
[00:28:47] is yes, they want you to keep moving.
[00:28:50] They want you to go fast.
[00:28:52] I would say for the most part your tractor beam, like as a as a tether
[00:28:56] as grabbing things works great, right?
[00:28:59] Yeah, that's fine.
[00:29:00] What I don't like is that you use that for combat as well.
[00:29:03] OK, in the combat, it's just you grab an enemy and you jump in the air
[00:29:07] and you slam them down.
[00:29:09] It's like it's a ground pound essentially.
[00:29:11] I actually want to talk about the combat real quick.
[00:29:13] Let's do it. OK, go for it.
[00:29:15] I had an interesting experience with it.
[00:29:17] I didn't realize initially the first time I played this
[00:29:19] that you could pick enemies up.
[00:29:21] Oh, so I was throwing bombs and items at them.
[00:29:24] Yeah, I thought I was like, oh, this is a cool combat.
[00:29:27] Works. Yeah.
[00:29:27] And I was like, oh, that's cool.
[00:29:29] But then I would have to run into the problem or like I would throw a bomb
[00:29:33] and it would blow up and damage me as well.
[00:29:35] So I was like, yeah.
[00:29:37] So I was like, OK, this isn't great.
[00:29:39] So then I kind of had this thought.
[00:29:40] I realized, oh, I could pick the enemy up.
[00:29:42] Oh, I can throw the enemy at the bomb.
[00:29:44] This is genius.
[00:29:45] And then I quickly realized, oh, I can just ground pound
[00:29:48] and kill the enemy by picking it up.
[00:29:49] Yeah, essentially. Yeah.
[00:29:51] It's like, well, that's convenient.
[00:29:54] And it's health too.
[00:29:56] Yes. Yeah.
[00:29:58] Here's here's the thing I wanted to capitalize on
[00:30:01] with the tractor beam and moving fast, right?
[00:30:03] And you can't think about it.
[00:30:04] There are stages that require I'm looking at this one in particular.
[00:30:07] I think I just hated this stage.
[00:30:09] It's like the first or second one.
[00:30:11] Yeah, you have to grab bombs and move through these cave systems.
[00:30:16] And I've had so many instances where you pick up some momentum
[00:30:20] like going down a hill or something.
[00:30:23] And the bomb would like your tractor
[00:30:25] beam wouldn't hold at level.
[00:30:26] It would like kind of dip it up a little bit.
[00:30:28] It bobs with your momentum.
[00:30:30] Yeah, and it would smack a wall or smack the ground more.
[00:30:34] The wall I can forgive.
[00:30:36] The ground is irritating because then it would blow up.
[00:30:38] I had this one part in particular where you're sitting on a platform.
[00:30:42] You have to descend to the like bottom level.
[00:30:45] And as you have to grab a bomb, go to this platform to descend down.
[00:30:50] And as you're doing it like, I must have done it like eight, nine times
[00:30:55] and I would sit in the middle, not moving.
[00:30:58] I'm not moving. I'm sitting in the middle.
[00:31:00] I have the tractor beam like right in front of me with the bomb.
[00:31:04] Boom, it explodes just by like the platform moving.
[00:31:08] It's a wall. I don't know.
[00:31:09] Yeah, I couldn't tell why it was blowing up, but I had to do it
[00:31:12] until finally I got through it and I was like, yes.
[00:31:16] And then I threw it on the ground and accidentally like blew it up.
[00:31:19] Now I had to do it again, but I got it right after that.
[00:31:22] So you did? OK, that's good.
[00:31:23] But it was so it was so needlessly irritating.
[00:31:27] So so that's the whole physics based gameplay part of it, right?
[00:31:30] Is that like they add they put in physics and they and they program
[00:31:34] in physics to every pretty much everything in the game, right?
[00:31:37] I think that particular issue I ran into too in a few instances.
[00:31:42] I understand where they're going with it and I don't hate it or anything.
[00:31:46] But I do think it would get rid of a few headaches
[00:31:49] if the tractor beam would just be, you know, hold things in place.
[00:31:52] You know, like just just keep it in one place and that's it.
[00:31:55] I like the way it works.
[00:31:57] I like that you could use it like all these things like it's it's good.
[00:32:01] But sometimes it's like, well, just make the choice to make one thing
[00:32:04] a tiny bit simpler. You know what I mean? So
[00:32:07] or when you pick up items, maybe it just puts it like directly above your head
[00:32:10] or something, something. Yeah, something like that.
[00:32:12] Like just just a little bit higher than because it's actually like below your head.
[00:32:15] It's kind of like your body level.
[00:32:17] Like it holds it like right about here, right? Yeah.
[00:32:20] But like, for example, if anyone's trying to picture sort of like
[00:32:22] if you're not watching the video and stuff, but if you're picturing it,
[00:32:25] it's like a beam, like you said, sort of at neck level, shoulder level
[00:32:28] of like a person, if you were a person like that.
[00:32:30] But like if you were to jump the bomb or whatever you're holding
[00:32:34] kind of bobs with the momentum of your body.
[00:32:36] Yeah, again, I think that's a that's a cool idea and concept
[00:32:40] and the fact that that's what they went for, I think is really interesting.
[00:32:45] In some aspects, I that that's where I got confused where it's like
[00:32:50] not confused, but I just tried to say to myself like, well, is
[00:32:54] is this a kid's game or is this an adult's game?
[00:32:56] Because that's hard to pull off as someone who may not be as experienced.
[00:33:01] Like if I was playing this when it came out, I would have been
[00:33:05] and then I just get killed by an enemy really quickly.
[00:33:08] And I didn't even see.
[00:33:09] I mean, that happens in games, I guess. But
[00:33:12] but if I was playing this as like an 11 or 12 year old when this came out,
[00:33:18] I don't know if I could wrap my head around some of those sections at least.
[00:33:22] It's a it's a hard one.
[00:33:23] It isn't the easiest.
[00:33:25] I kind of like that it doesn't hold your hand, though, at all.
[00:33:28] I don't mind it.
[00:33:30] I think it's it's kind of it's kind of interesting.
[00:33:32] Like I don't mind the fact that it's like, although it doesn't hold your hand.
[00:33:36] But but some of the sort of like mini tutorial, like,
[00:33:40] you know, instances where it tells you what you need to do when you get your
[00:33:43] ability or when you go into a new area and it kind of gives you some information
[00:33:47] when you talk to the little robot head or whatever.
[00:33:49] It gives you something and then you kind of have to figure it out yourself from there.
[00:33:54] And I'm OK with that.
[00:33:56] Like, you know, it doesn't have to be perfect.
[00:33:59] But every once in a while, it was like, I wish
[00:34:02] the introduction to some of these abilities that you get, for example,
[00:34:04] or introduction to some of the worlds were just like a touch simpler.
[00:34:09] That's all.
[00:34:10] But otherwise.
[00:34:13] I still had fun, you know, it can be frustrating.
[00:34:16] But nowadays, a lot of these can be frustrating in a lot in some ways, I think.
[00:34:21] Most old platformers are kind of frustrating at times.
[00:34:24] There's always elements of it, right? Yeah, exactly.
[00:34:27] I'm trying to I'm trying to like.
[00:34:30] So one thing I wanted to point out was that that whole
[00:34:34] just because I know it's published by Ubisoft, I don't know if they have
[00:34:36] how much of a hand they had in this game, if any, at all.
[00:34:40] But I like much. Yeah.
[00:34:42] But I love the when you go into a level and leave a level,
[00:34:46] I was like, that's so tonic trouble.
[00:34:49] That I mean, literally it's it's what happens in tonic trouble.
[00:34:53] It's it's cool.
[00:34:55] You're like disassembling then reassemble.
[00:34:57] Yes, I really am.
[00:34:58] Yeah, yeah, yeah, that is it felt very Ubisoft.
[00:35:01] Oh, OK.
[00:35:03] Yeah.
[00:35:05] Go ahead. Go ahead.
[00:35:06] I really enjoy about this game is its level design,
[00:35:10] not so much the designs itself.
[00:35:12] Some of the levels are a little frustrating.
[00:35:14] It's the these levels aren't massive,
[00:35:18] because I think one issue some of these games have are like
[00:35:21] one of my biggest gripes with Donkey Kong 64 is
[00:35:24] it's the levels are just too big at times.
[00:35:27] Some of them are huge.
[00:35:28] Some of them are huge.
[00:35:28] You kind of like it's very hard to do a really big
[00:35:32] expansive platformer and make it interesting.
[00:35:34] It's like one of the reasons why like all these open world games
[00:35:37] just annoy me nowadays, because they're just empty and barren
[00:35:40] and like it's really hard to fill them with stuff.
[00:35:43] These levels are all very medium sized.
[00:35:45] Like there's not they're big enough that they're interesting,
[00:35:49] but they're not like so big that you like feel like
[00:35:51] it's going to be a struggle to find everything in them.
[00:35:54] Yeah, what I find interesting about what I notice as
[00:35:56] you get further along, I kind of I kind of realize that more and more.
[00:36:00] But I think it's interesting because some of them don't
[00:36:03] don't feel big at all.
[00:36:04] Like the first couple of ones I'm like, oh, this is pretty
[00:36:07] especially the very first one like that one seems very very close.
[00:36:10] You're sort of just on like a beach island type thing.
[00:36:13] But like I think some of them you end up collecting
[00:36:17] like these machine parts that open you up to a whole other area
[00:36:22] that you didn't have before.
[00:36:24] So the level does feel like that sort of medium to small,
[00:36:27] medium size and then all of a sudden it opens up to more.
[00:36:30] And sometimes there's like most of the time
[00:36:32] there's more an intricate platforming section.
[00:36:35] There's sometimes a couple more tickets that you need to collect
[00:36:37] and the little machine parts or whatever they call them.
[00:36:40] I can't remember those are called.
[00:36:42] And the level just feels different and it feels bigger
[00:36:45] and it feels like there's more going on.
[00:36:47] And it's not just, hey, there's a couple of little like rooms
[00:36:50] where you can find some tickets and then you move on to the next one.
[00:36:52] I like that part of it, too, is the fact that like
[00:36:55] it's not just what's in front of you after you do a couple of things.
[00:36:59] You open up to another section.
[00:37:01] And that and that's fun, too.
[00:37:02] I know a lot of these games kind of have that idea,
[00:37:05] but for some reason it it was more and more entertaining
[00:37:08] as it went on for me. I enjoyed that part of it.
[00:37:10] So did you guys did you guys have?
[00:37:14] So first off, have you completed it?
[00:37:18] Yes, I have 100 percented it once.
[00:37:20] OK, good. I did not 100 percent it.
[00:37:22] That's for sure. I did not.
[00:37:24] You got the very boring, lifeless ending.
[00:37:28] I don't even know.
[00:37:29] I think I did look it up.
[00:37:30] I don't remember what the oh, yeah, yeah, I do remember now.
[00:37:33] If you don't 100 percent it, you don't get the ending.
[00:37:35] You don't get it.
[00:37:36] Well, yeah, but but I know.
[00:37:38] Yeah, I know what happens.
[00:37:39] I did look it up.
[00:37:41] I did not. What happened?
[00:37:42] What happens in the in the in the non-boring ending,
[00:37:44] the actual ending of the owner of the park renames it from a rocket world?
[00:37:50] He names it from like a Wubby World or whatever it is.
[00:37:53] Wubby World or Wobby World?
[00:37:54] Yeah, Wubby World into Rocket World,
[00:37:56] because Rocket was the true hero.
[00:37:58] Yeah, Wubby looks very upset for Wubby
[00:38:03] and Jojo's in his cage.
[00:38:04] Also, Jojo's design is just sly.
[00:38:07] It is. Yeah, it is.
[00:38:08] It's 100 percent like the raccoons.
[00:38:10] Yeah. So fun fact, if you look at the
[00:38:14] the custom like the early concept art for a sly one,
[00:38:17] Sly's original design was a lot chunkier
[00:38:19] and like more legit raccoon looking.
[00:38:21] Yeah. And he looked just like Jojo.
[00:38:23] Yeah, first thing that came to mind when I saw this,
[00:38:26] like 100 percent the first thing. So yeah.
[00:38:29] But also, like
[00:38:30] would be the walrus, like looks like his friend too.
[00:38:34] I'm not super in a sly Cooper, but
[00:38:37] he kind of looks like Murray to a degree.
[00:38:40] Murray was a hippopotamus, but I can see the.
[00:38:42] Yeah, I can see the similarities.
[00:38:44] Yeah. Also, the very comic book looking like art style.
[00:38:47] That that's just like a sucker punch trademark,
[00:38:50] which I really enjoy in this game. Yeah.
[00:38:52] Yeah, I I do like the design,
[00:38:54] I think of a lot of the characters and stuff.
[00:38:56] I think some of the worlds are hit and miss to me,
[00:38:58] like the one that that was just up on the video before,
[00:39:01] where it's like the cave and stuff like that.
[00:39:03] It's OK, but there's only so much you can do with like
[00:39:06] cave walls and a cave.
[00:39:08] Yeah, I guess. So, you know, I don't know.
[00:39:10] I wanted to backtrack a little bit because.
[00:39:12] Yeah, sorry, you're going to say something.
[00:39:13] I thought I was going to just say the.
[00:39:15] Did you guys find some of the tickets like
[00:39:19] to go back to complete the game?
[00:39:21] You need 65 tickets, I believe 65.
[00:39:23] Yeah. And there's a total of 84 in the game.
[00:39:28] I got to the point where I needed the 65 tickets
[00:39:31] and I had to go back and like really hunt
[00:39:35] in these old levels to find tickets.
[00:39:37] Like, did you guys find it to be a struggle to find things?
[00:39:40] Like, is that just a me thing?
[00:39:42] Because I feel like I explore often in games
[00:39:44] and I was like, man, this is kind of hard.
[00:39:46] Yeah, yeah. I will shamelessly admit,
[00:39:49] I'll go through the levels once and then once I can't find anything,
[00:39:52] I'll just look up again. OK.
[00:39:54] This one there, there's definitely a few of those tickets,
[00:39:57] which in if you think about other 3D platformers
[00:40:00] like take Banjo-Kazooie, for example, the tickets are the jiggies
[00:40:05] and the machine parts.
[00:40:07] What are they? The other ones are basically the notes.
[00:40:09] I think they're tokens, machine tokens or something.
[00:40:11] Those are the notes. Yeah.
[00:40:12] Yeah, those are the notes.
[00:40:13] So those are the two things you're mainly collecting.
[00:40:15] And then I mentioned machine parts.
[00:40:17] So there's just like sort of an extra thing that's within each level.
[00:40:21] It's it's hard to explain,
[00:40:23] but it's just like another thing you collect to open up a new area.
[00:40:27] 100 percent I found I found it hard to find some of these things.
[00:40:31] Like, yeah, it wasn't like not all of them.
[00:40:35] Because sometimes what I did like about this game is sometimes
[00:40:38] it was actually kind of easy, not easy to figure out,
[00:40:40] but easy to notice like, oh, this is going to be one of those sections
[00:40:44] that is going to lead me to where a ticket is and where some of the tokens are.
[00:40:48] Yeah, I'm going to put myself through it.
[00:40:50] I'm going to do it even though it's not super obvious.
[00:40:52] It just kind of feels like it's set up that way.
[00:40:54] But that didn't feel overly unique.
[00:40:56] What felt unique is when I stumbled upon things,
[00:40:58] but that was few and far between.
[00:41:00] I think I looked up a guide for a couple of them
[00:41:04] so that I can unlock more worlds and everything.
[00:41:07] So I did go back a couple of times,
[00:41:09] but it is difficult, I think, to get through some of these these ones.
[00:41:13] Like this particular level that I'm showing,
[00:41:15] which I think is like the fourth stage, maybe it's a third
[00:41:20] where you're sort of on like a magic carpet
[00:41:22] and like flying around this open area.
[00:41:24] I hated this one.
[00:41:25] I did not. You know what?
[00:41:27] I did not like this one at all.
[00:41:29] This one was probably in my mind, this is one of the easier ones.
[00:41:33] I felt like this one is a little more easy.
[00:41:35] Yes, easier. Yeah, yeah.
[00:41:37] The tickets. Yeah.
[00:41:38] But I found it to be a bit of a pain in the ass.
[00:41:40] Not going to lie.
[00:41:41] OK.
[00:41:42] I really enjoyed.
[00:41:47] I don't know.
[00:41:48] Did you have one, Jiggy?
[00:41:49] You have like a particular?
[00:41:50] Yeah, I do.
[00:41:51] I really liked it.
[00:41:54] I think it's pyramid scheme and that's the one like in the jungle
[00:41:57] and it does like a time travel sort of thing.
[00:41:59] That's the one I was about to say that.
[00:42:01] Yeah, yeah, I love that.
[00:42:02] That's the best one.
[00:42:03] Yeah, OK. So we're all on the same page.
[00:42:04] Vehicle in the game.
[00:42:06] OK. I didn't think the magic carpet was bad, but that motorcycle,
[00:42:10] that thing is sick.
[00:42:11] It like shoots out bat wings and it uses the momentum kind of like
[00:42:16] Batman Arkham city style where you like dive and then you shoot back up.
[00:42:20] Like, it's it's a lot of fun.
[00:42:22] I wish I could have the vehicle just like threw away the car there.
[00:42:25] He was like, I'm done with this.
[00:42:27] And just man, I did that so many times and then this I was like,
[00:42:30] how do I jump back on it?
[00:42:31] Like, I couldn't quite figure it.
[00:42:33] Oh, I want to watch him do this.
[00:42:34] Oh, I couldn't.
[00:42:35] I didn't do this on this on my first try.
[00:42:36] No chance. I love the physics in this level.
[00:42:40] Most of the platforming I did not do in my first try.
[00:42:43] I think I fall off right in this job.
[00:42:44] But see it up there.
[00:42:46] Go.
[00:42:48] He didn't even miss it.
[00:42:49] He just ran out.
[00:42:49] I just kept going.
[00:42:53] But there's the camera and that's so.
[00:42:56] So that's the thing with like some of the the platforming stuff as an example.
[00:43:00] So if anyone's not watching it, basically there's a bunch of suspended
[00:43:03] platforms that are like, I don't know what they were,
[00:43:05] hexagons or something like this matter what the shape is.
[00:43:07] Let's just say the circles.
[00:43:08] The problem is it's not that you need momentum to kind of just make those
[00:43:13] jumps in order to get speed to kind of create, you know, more momentum
[00:43:16] to have a further jump.
[00:43:18] The problem is that those platforms also wobble because they're
[00:43:23] floating in suspended space.
[00:43:25] And again, that adds to the physics of what this game is.
[00:43:29] And it does, to me, feel interesting.
[00:43:31] I like that.
[00:43:33] But here's my abandoned carpet that I try and jump on.
[00:43:37] And I think I fall off the level.
[00:43:38] Oh, my gosh, you're not going to try to jump it over.
[00:43:40] 100 percent I tried.
[00:43:41] I threw it in the middle of the stage and I'm just like, you know what?
[00:43:44] Screw it. I'm going to do a running jump.
[00:43:45] Let's see what happens.
[00:43:46] Wee. I almost made it too.
[00:43:50] You always got a time to double jump, man.
[00:43:51] You wait for it to be in view.
[00:43:53] I had to struggle with the camera.
[00:43:56] The the problem with some of those platforms is that they also wobble.
[00:44:00] So it affects your momentum.
[00:44:01] Yeah, again, ambitious idea stuff that for the most part, I think works.
[00:44:06] But every once in a while, I'm just like, I don't know.
[00:44:09] And the fact they fall and you're like, you're under that anxiety stress.
[00:44:13] You're like, I got to go fast to do this.
[00:44:15] Yeah. Right.
[00:44:16] And I think that's that's probably part of the thing.
[00:44:19] Like you said that so early on, I'm like, that's totally right
[00:44:22] because you start, you have to keep moving.
[00:44:25] Yeah. And if you commit, you have to commit.
[00:44:28] You have to come in.
[00:44:30] That's a good way to put it.
[00:44:30] You have to commit.
[00:44:32] I partially kind of love that because I kind of I always joke like
[00:44:35] I call it like the full send method where you just full send to see what happens.
[00:44:39] Yeah, yeah. Oh, 100 percent.
[00:44:41] You have to do that so many times and in a way that that is that is just
[00:44:45] it's another approach.
[00:44:46] It's another interesting way of doing it and whatever.
[00:44:48] You know, there are there is there is something unique.
[00:44:51] There is an advantage to that.
[00:44:52] The bomb thing happened.
[00:44:53] There's the bomb thing. Yeah.
[00:44:54] And I just and I just took that.
[00:44:55] The animation is so sad.
[00:44:57] He just rolls around like sadly.
[00:45:00] Also, sometimes when you die,
[00:45:01] it kind of just like sits there for longer than it should.
[00:45:05] And then you watch him roll.
[00:45:06] Yeah, you watch him roll around and it's like.
[00:45:10] You know, I don't know.
[00:45:13] Oh, go ahead.
[00:45:13] You go. I was going to say,
[00:45:14] I don't know if that's better than like something like Jack and Daxter
[00:45:17] where like Daxter just criticizes you whenever you die.
[00:45:20] Oh, that's true. Yeah.
[00:45:21] He chirps you. Yeah.
[00:45:22] That's right.
[00:45:24] The the thing about like the platforming, too, is
[00:45:28] in other games, you have a form of like correction when you do it.
[00:45:34] So like Donkey Kong 64, you can jump off something.
[00:45:37] You have an aerial attack that you could, you know,
[00:45:40] you could do an aerial attack and get you just that little bit
[00:45:43] that you needed to kind of pull back a little bit.
[00:45:45] Banjo Kazooie, you had Kazooie.
[00:45:47] You could flap your wings and kind of like maneuver around.
[00:45:49] Yes. Mario, you had your dive, right?
[00:45:52] So if you didn't think you could make quite make it,
[00:45:54] you could dive, try to go in a different direction or something.
[00:45:57] This has no correction.
[00:45:58] It's just a full set, like you said.
[00:46:03] Full set platform.
[00:46:04] Big hunk of metal on one wheel coming at you.
[00:46:06] Yeah, it's real. It's realism.
[00:46:08] You know, you make you you can't you can't change your direction
[00:46:12] in midair in real life. So I know.
[00:46:14] And that's so that I've tried.
[00:46:16] It doesn't work.
[00:46:17] I've tried to jump off a magic carpet and make a platform,
[00:46:20] but I just couldn't do it.
[00:46:22] I'm pretty sure we all as kids tried to do
[00:46:23] like the change your direction in midair and just fell.
[00:46:26] Yeah, I just like doesn't work.
[00:46:29] Paul, like a sack of bricks.
[00:46:30] Yeah, 100 percent Castlevania always had it right.
[00:46:33] That's that's how jumping really works.
[00:46:35] Yeah, that's actually when you think about it.
[00:46:36] Yeah, that's how it goes.
[00:46:38] The again, I think I think the the ideas in all this
[00:46:43] platforming in the physics based gameplay is is fantastic.
[00:46:45] I think it's great that they just went for it.
[00:46:48] I think that needs to be applauded.
[00:46:51] And honestly, that's one of the reasons why,
[00:46:53] like, even though it was it could be frustrating at times,
[00:46:56] I was like, what happened there?
[00:46:58] The thing closed on me before I got a chance to get in there.
[00:47:01] You were you were in there, though.
[00:47:02] I don't close and push me out.
[00:47:03] I know the switch.
[00:47:05] I didn't. Yeah, I didn't have to switch.
[00:47:06] I don't even know if I don't even know if I got this one.
[00:47:08] This is one of the first times I did this level or the first time.
[00:47:12] It's yeah, I applaud.
[00:47:14] I applaud this game and found I was slightly less frustrated
[00:47:19] with it because I was like, OK, I see what they're going for here.
[00:47:22] Like, I get it, you know, and I think that that
[00:47:25] deserves some some extra credit, not saying that you guys aren't
[00:47:28] giving it credit for that or anything.
[00:47:29] But I do think that that is a factor as to why I may have
[00:47:35] pushed through some of the elements and some of the moments
[00:47:38] that I would have been otherwise too frustrated to continue with.
[00:47:42] Did I want to rage quit this game?
[00:47:45] No, but I came close every once in a while.
[00:47:48] I guess sometimes.
[00:47:50] You know, one thing about this game, though, that like I noticed
[00:47:53] just from watching the footage here alone.
[00:47:55] This game runs incredibly well.
[00:47:58] Oh, yeah, you're right.
[00:48:00] Like especially because the N64 is kind of infamous for bad
[00:48:03] frame rates and games not running perfectly.
[00:48:06] Yeah, this game was smooth the whole way through.
[00:48:09] I had no issue running this game.
[00:48:11] I mean, I played it on an Everdrive, which, you know,
[00:48:13] is is is ROMs of all these games and stuff.
[00:48:16] But like it worked really well.
[00:48:19] I had no issues with the what's I didn't hit frame rate problems at all.
[00:48:22] I think you're right.
[00:48:23] I don't know if you guys did, but I didn't have any of those kinds of issues
[00:48:26] that the game has a lot going on at points like even like this particular
[00:48:30] instance, the magic carpet area, it's a big expanse of space.
[00:48:35] There's things moving and flying around.
[00:48:37] You're also moving at a pretty pretty high clip.
[00:48:40] Like it pushes the limits of what you could probably do in this.
[00:48:44] And for the most part, the the draw distance is pretty good in this as well.
[00:48:50] I found so for the time, you know, for the time.
[00:48:53] That's about for the time.
[00:48:54] Yeah, not a whole lot.
[00:48:55] I would say I would say one of the reasons why we're getting
[00:49:00] such good performance is there really is a lack of enemies in this game.
[00:49:05] Yeah, there's no there's no AI enemies that really come at and attack you.
[00:49:11] There's the clowns.
[00:49:13] Like they're just kind of nuisances, but they they just show up
[00:49:16] every once in a while here or there.
[00:49:17] Like for the most part, this is a big empty space that you're just moving.
[00:49:21] Rocket. And when you do have an enemy like like one of those flying cars
[00:49:26] or something, it's a flying car.
[00:49:28] There's no animations on it besides it's like moving around in a space,
[00:49:31] you know, yeah, they didn't they didn't really.
[00:49:35] I think it's just it's just for what it is.
[00:49:38] It runs better.
[00:49:40] It's just not pushing all those polygons and that information
[00:49:43] as much as it needs or as much as it would have otherwise.
[00:49:47] Yeah, no, I think you're right.
[00:49:49] Yeah, it also puts a lot more emphasis on the fact that the real
[00:49:52] challenges the platforming, there's no need for like added fluff.
[00:49:56] I think that's what it is, is like they want you to just
[00:49:59] hit up the platforming and that's it.
[00:50:01] You know, this is me trying to explore a level that
[00:50:04] I just can't figure out how to this point.
[00:50:06] You just gave up and you're like, I'm just going to explore now.
[00:50:08] I think I just fell off the level and I was like, all right, well,
[00:50:11] next time I'll just die.
[00:50:14] Yeah, so so that's the other thing is like that actually reminds me
[00:50:16] of a point where I think the respawn and the save stuff in this
[00:50:21] I wrote down as a note.
[00:50:22] So respawning like the game's not easy, but like you fall off
[00:50:26] a stage, for example, in this in this particular one
[00:50:28] where there's no ground, you just fall into the clouds.
[00:50:32] It'll respawn you at the closest sort of quote unquote spawn point
[00:50:36] that you come across or that you are activating.
[00:50:40] And that I find that to be somewhat forgiving.
[00:50:42] Yeah, I think I think that's pretty good.
[00:50:44] Some games don't even do that.
[00:50:46] See, like he's just rolling around when he dies and then he responds.
[00:50:51] So I think I think there's something to that.
[00:50:53] I think that helps a little bit.
[00:50:56] You know, it's quick.
[00:50:57] You respawn, you go to an area and you can just pick up where you left off
[00:51:02] when you die completely, you start at the beginning of the level.
[00:51:04] But for the most part, you can get back to where you were fairly quickly.
[00:51:09] And then the save option doesn't have lives, right?
[00:51:11] It doesn't have lives exactly.
[00:51:13] So you can die 50 times in the first stage if you wanted to.
[00:51:17] And you can just keep going.
[00:51:18] It has a health bar that you can, you know, get pieces to
[00:51:21] to make your health bar larger as the game goes on.
[00:51:23] That's totally fine.
[00:51:25] And then I don't know.
[00:51:26] I wrote this down saying to like sort of think into myself.
[00:51:29] I don't know if this is unique at the time in like 98, 99,
[00:51:33] but a save and quit option.
[00:51:36] Is that is that a thing at this point?
[00:51:40] Like unless you had like a PlayStation with a memory card
[00:51:42] or unless you had the memory card in like save and quit, close the game.
[00:51:46] And then everything is right there.
[00:51:49] And I found that in this game in particular, I don't know why,
[00:51:53] but you could be in the middle of anything.
[00:51:54] You could be in the middle of a of a, you know, the last battle
[00:51:58] or last stage and a really difficult point.
[00:52:01] I could be falling off a cliff about to die.
[00:52:04] I could pause, save and quit, and I can pick up where I left off
[00:52:08] the next time I turned the game on and.
[00:52:11] Everything is safe.
[00:52:12] I didn't lose progress on any stages.
[00:52:14] I didn't lose progress in anything I collected.
[00:52:16] I have everything that I had to that exact moment.
[00:52:20] And maybe I'm making too big of a deal out of it,
[00:52:22] but maybe it's because this game is not super easy.
[00:52:25] It doesn't hold your hand like you guys have said
[00:52:27] that that feels good to me.
[00:52:29] That felt like not a handhold.
[00:52:33] It's not that, but it worked in this game.
[00:52:35] And I think it needed to work.
[00:52:37] Otherwise, it may have been even more frustrating.
[00:52:39] I don't know.
[00:52:40] I wrote that down as a point, whether it actually is a legit
[00:52:43] point or not.
[00:52:43] I don't know.
[00:52:44] You guys can correct me from wrong, but that's what it felt like.
[00:52:47] If this game had lives, it would be a much more frustrating experience.
[00:52:51] I think that would make a difference.
[00:52:53] I think that make a huge difference if it did. Yeah.
[00:52:56] Yeah, you have unlimited lives.
[00:52:58] That's I didn't even realize that at first.
[00:53:00] And then I died like four times in one level, which is really funny
[00:53:04] to me because Sly One has lives, so they kind of reverted.
[00:53:07] Oh, does it really?
[00:53:08] Oh, I didn't know that. Yeah.
[00:53:09] Sly One's also very easy.
[00:53:11] Oh, I don't know that I've played the first one.
[00:53:13] I think I played the other ones, but yeah.
[00:53:16] It's here's a thing.
[00:53:19] The last level.
[00:53:20] OK. Yeah. Generally, generally, I'd say yes,
[00:53:23] you have unlimited lives.
[00:53:25] Everything's fine.
[00:53:26] You just spawn out where you need to spawn out.
[00:53:28] It works great.
[00:53:29] The last level against the boss, against JoJo.
[00:53:35] Freakin' sucks. OK.
[00:53:37] And it doesn't suck because it's bad.
[00:53:39] It sucks because if you if you do, you know what?
[00:53:45] You're like, you do have lives.
[00:53:47] Wait, hang on.
[00:53:49] No, it's not. It's not lives per se.
[00:53:51] Yeah, it's your health.
[00:53:53] It's your health. It's your health.
[00:53:54] If you if you fall off a ledge and you have health,
[00:53:58] you'll spawn up at the top, right?
[00:54:00] Or at the last checkpoint almost.
[00:54:02] Yeah. But if you lose all your health,
[00:54:04] you will have to completely restart.
[00:54:06] Yes. OK.
[00:54:06] In this particular level, at the very least.
[00:54:09] Yes. And this particular level is a lot of platforming,
[00:54:12] a lot of semi-difficult platforming, too difficult.
[00:54:16] Using all your abilities and all those.
[00:54:18] Using all your abilities.
[00:54:19] It's the finale. Yeah.
[00:54:21] I got all the way to the ball,
[00:54:25] which is the very last part of it.
[00:54:27] Oh, yeah. Yeah.
[00:54:29] I fell off the ball.
[00:54:31] And it was my last health.
[00:54:34] I had to completely restart over.
[00:54:36] And that's when I looked up cheat codes
[00:54:39] and I got called out of my video.
[00:54:41] They're like low gravity cheat.
[00:54:42] I'm like, heck, yeah.
[00:54:44] I was like, I'm not ashamed to say that.
[00:54:48] You put the low gravity cheat on.
[00:54:49] I think I also put super jump.
[00:54:51] I did like everything I could.
[00:54:52] I'm like, I'm just bypassing.
[00:54:54] I did this level the right way.
[00:54:55] I am bypassing it.
[00:54:57] So I went in and I jumped and I'm like,
[00:55:00] whoo.
[00:55:03] I'm like halfway to the end of one jump.
[00:55:05] Like this will work. This will work.
[00:55:08] It's fine. There's nothing wrong with that.
[00:55:10] Like, you know, if you got as far as you did as well,
[00:55:13] this part of it and also like,
[00:55:15] are you still playing the game and enjoying it?
[00:55:17] Yes, it's fine.
[00:55:18] Just it is what it is.
[00:55:19] I wanted to finish it.
[00:55:20] I was committed at that.
[00:55:21] You were right there.
[00:55:22] You're right there.
[00:55:23] I was so irritated.
[00:55:24] I was like, come on.
[00:55:26] So that was I don't often break out the cheat codes,
[00:55:29] but I did for this game.
[00:55:30] Yeah. Yeah.
[00:55:32] I like the final boss just because it's different
[00:55:35] because there's so many final bosses in this era
[00:55:37] that the boss is so boring and just like generic
[00:55:40] like Mario 64.
[00:55:42] I love that game, but the Bowser fights are just
[00:55:45] at the levels are interesting than the boss fight.
[00:55:47] Oh yeah. Yeah.
[00:55:48] I agree for sure.
[00:55:50] And I kind of like that they made they just kind of
[00:55:53] Jojo's not really even a boss.
[00:55:54] He just he's more of a thing in the background
[00:55:56] and the actual boss is the level itself.
[00:55:58] Yeah, totally.
[00:55:59] Staying true to the game.
[00:56:01] Yes. That's what it is.
[00:56:02] Yeah, I will say too, like even with elements
[00:56:04] like that particular part of the game,
[00:56:07] I don't know how he did it.
[00:56:08] Man, maybe I was just like in a groove that day
[00:56:10] that I did it without the codes,
[00:56:11] but I can completely understand wanting to have low gravity
[00:56:15] and like 100 percent that it is.
[00:56:18] You just went full send.
[00:56:19] Yeah, you went full send.
[00:56:20] Yeah, I went full send and.
[00:56:26] Do you go full send in one way?
[00:56:27] I went full send in the other way.
[00:56:28] Either way, full send.
[00:56:31] It was I could totally see it,
[00:56:33] but I do think that like when it comes to the platform,
[00:56:37] my favorite parts at first,
[00:56:38] I had a hard time sort of wrap my head around it.
[00:56:40] Maybe it's because without the double jump
[00:56:42] or maybe it's because I just wasn't used to it yet,
[00:56:44] but I do really like the swinging.
[00:56:47] I thought when you when you have like six of them in a row,
[00:56:51] I just like the whole whoo, whoo, whoo, whoo, and this
[00:56:54] and just like jump grab, jump grab.
[00:56:57] I think that momentum really works to me.
[00:57:01] I felt the groove of what sucker punch was doing with that.
[00:57:05] And those ones work pretty much every time for me.
[00:57:08] Is it perfect every single time they implement them?
[00:57:11] No, but I think that when you when I once
[00:57:14] I got used to it, especially a couple of stages in
[00:57:17] and it's just the right amount of difficulty,
[00:57:20] I found that I really enjoyed it
[00:57:22] and look forward to more of those.
[00:57:25] I think it's the second or third stage
[00:57:27] and sort of underground one that we were looking at before
[00:57:30] when to open up where the machine parts are
[00:57:34] and it gives you that area.
[00:57:35] There's things spinning and you're going up, you're going down.
[00:57:39] There's this thing spinning vertically and horizontally.
[00:57:41] And it's like really the first time
[00:57:43] that a lot of that more complicated stuff happens.
[00:57:46] And I thought that was like a ton of fun.
[00:57:48] And I was like, oh, I get it now.
[00:57:50] I get it. It's something that a sucker punch is just like known for.
[00:57:54] Yeah, like a spank because they're still doing this even
[00:57:57] maybe not so much goes to Tushima
[00:57:58] because that's very much its own thing. Different game.
[00:58:00] Yeah. Yeah. In infamous in particular,
[00:58:03] like one of my favorite parts of that game is like
[00:58:05] when you unlock more powers as coal, you can legit jump off
[00:58:09] like the top of buildings and like electric glide over
[00:58:12] like electrical wires and then jump in the air and hover
[00:58:14] those are so onto another one, onto another wire
[00:58:17] and just like keep the momentum going.
[00:58:19] And it's all stuff that I kind of can see
[00:58:21] like the original budding in like this game in particular.
[00:58:24] Yeah, yeah, I could see that. Yeah, yeah.
[00:58:26] I think I think I had like that kind of like parkourish platforming.
[00:58:30] Oh, especially those games.
[00:58:32] Yeah. And the walking across the wires and you know,
[00:58:35] all that kind of stuff. Yeah.
[00:58:37] I didn't realize this until now. I just looked it up.
[00:58:41] The game. I mean, this is Nintendo Power.
[00:58:44] It's not based on sales.
[00:58:45] But even I mean, I know Nintendo Power is kind of like a, you know,
[00:58:48] a marketing ploy for Nintendo games in some ways at that time.
[00:58:53] But they rated it as the 18th best and 64 game.
[00:58:57] That's just interesting because it was very unknown.
[00:59:00] Yeah. At the time.
[00:59:01] And that was in their 20th anniversary issue,
[00:59:06] which I think would have been around this time around in 99.
[00:59:10] So I'd like to see this list.
[00:59:12] I'm going to I should look it up. Yeah.
[00:59:14] But wait, there's some interesting games above. Yes.
[00:59:18] OK. Yeah. This was late.
[00:59:19] This was before the console was still out.
[00:59:22] I'm sure there was OK.
[00:59:23] I'm sure there was lots of lots of other games that were not out yet, for sure.
[00:59:30] And I wanted to guess, Bill, did you guys do roller coaster Tycoon?
[00:59:33] Yes. Oh, this is it right here.
[00:59:35] I have a video of it. Perfect timing. Perfect timing.
[00:59:38] I did this one and it was I think I I did one where I collected like the tokens
[00:59:43] and then I made another one that did the all the numbers where I could get
[00:59:47] the the actual ticket itself.
[00:59:49] I thought this was going to be a bigger thing in this game.
[00:59:52] Like no, it's it's very early on and they kind of forget about it.
[00:59:55] Yeah. Yeah. It was like it was like one of those things
[00:59:57] when people talk about this game, they show this clip.
[01:00:00] Yes, they show the roller coaster.
[01:00:02] When you see a trailer, you see the roller coaster.
[01:00:04] It's on the freaking game cover.
[01:00:07] There's the roller coaster in the back and you think it's going to play
[01:00:10] a major factor in this game.
[01:00:11] It's the first level and then it never shows up again. Yeah.
[01:00:15] And it's cool. I liked it.
[01:00:16] I wish I could have built more roller coasters.
[01:00:19] Yeah. Oh, so I feel the one that I'm that we're watching right now
[01:00:22] that I built, I built the loop to loop like by accident.
[01:00:24] And I was like, I'm just going to try and see if I have no momentum
[01:00:27] and see if it works. And it did. I was like, fuck yeah.
[01:00:29] Yeah. Basically, if anyone is again, if anyone isn't watching what it is,
[01:00:32] is you go to an area at a theme park and it lets you build a roller coaster,
[01:00:38] but you have to take momentum into play here where you have to make sure
[01:00:41] you go high and make sure that rocket goes down on the roller coaster
[01:00:45] in order to go back up again and collect five points
[01:00:48] that will give you your ticket in it.
[01:00:51] But, you know, you can do loops and you can do, you know,
[01:00:54] some zigzags or whatever and stuff like that.
[01:00:57] But it's basically just gives you like this little rectangular area
[01:01:01] to build your own roller coaster.
[01:01:02] And it's kind of cool.
[01:01:04] It kind of pulls out in like a separate little like mini menu almost.
[01:01:07] It looks like and you just kind of use a joystick and the A and B buttons
[01:01:10] to create new like a new little like roller coaster.
[01:01:14] You can do whatever you want for the most part within that confined space.
[01:01:17] And I liked it. I thought that was kind of fun.
[01:01:19] I thought it was it was cool.
[01:01:21] I wish I wish it came back, though. I agree.
[01:01:24] Yeah, it happens once and then never again.
[01:01:26] I know it makes sense.
[01:01:28] You're in like a theme park. OK, get it.
[01:01:29] But like, I don't know, maybe the maybe do like some other kind of track.
[01:01:34] I don't know, figure it out.
[01:01:34] Like there's got to be a way that you can you can do.
[01:01:36] Well, they have the mine cart, the mine cart.
[01:01:39] Yeah, level. Yeah.
[01:01:40] And that you don't build that track.
[01:01:42] I know it's there.
[01:01:43] And in fact, they actually take you off the track for like half of it.
[01:01:46] Multiple times. Yeah.
[01:01:47] Yeah. Like, come on. Yeah.
[01:01:51] I wonder if it was like a memory thing
[01:01:53] because in 64 games lack of memory at the time.
[01:01:56] Yeah, that's true. That's true.
[01:01:57] That could have been part. I mean, it's always always feels like that's
[01:02:01] that's pretty much an issue almost across the board.
[01:02:05] It feels like with these larger games.
[01:02:06] And again, not again, but that reminds me,
[01:02:10] it's not a really long game,
[01:02:13] but there's a lot to do in this and there's a lot to collapse,
[01:02:15] whether whether you get everything, get the true ending
[01:02:18] or the full ending or not, there's a lot there's a lot to do here.
[01:02:22] And I think there's a lot to master as well.
[01:02:25] It's not an easy game,
[01:02:28] but it is something that you can definitely get the feel of.
[01:02:30] And the more and more you play it,
[01:02:32] I think the more and more you feel like confident
[01:02:35] in being able to do these platforming sections.
[01:02:38] When I was looking up sort of reviews of it and stuff,
[01:02:40] I want to find where exactly what it said.
[01:02:42] OK, this is a review that happened at the time.
[01:02:46] I don't know what next gen is.
[01:02:47] I don't know if that's like a magazine, a magazine, I believe.
[01:02:50] Magazine, I guess at the time.
[01:02:51] This person, Doug Truman, wrote,
[01:02:54] it's an attractive, almost anti-violent 3D puzzler
[01:02:58] with graphics intended for kids, but with some puzzles
[01:03:02] whose level of challenge is more appropriate for adults.
[01:03:06] And I think that is perfectly on point.
[01:03:08] Yeah, I think that is a great way to sum this up.
[01:03:12] I don't think any of that's a negative,
[01:03:14] but it is something to be aware of, I think,
[01:03:16] if you're going to go into this game and you haven't played it before.
[01:03:18] I think there's lots of fun to be had here.
[01:03:21] It's just you have to be ready to not play
[01:03:24] the same 3D platformer that you're used to
[01:03:27] because it is not like the others.
[01:03:31] I think that's honestly one of the reasons why it stands out nowadays
[01:03:35] is just that compared to like a lot of the other platforms on N64,
[01:03:39] this one really feels like its own thing.
[01:03:45] Yeah, it is and absolutely is, I think.
[01:03:48] Oh, yeah, I wrote down the JoJo the Raccoon, looks like Sly Cooper.
[01:03:52] Yeah, I think so.
[01:03:55] I had a good time with this game.
[01:03:56] I think once I got the hang of it,
[01:03:58] I was really gelling with the momentum of it.
[01:04:01] I was really gelling with the platforming.
[01:04:04] Yes, I didn't like some areas of it,
[01:04:07] but none of these games are really all that perfect
[01:04:08] when it comes to that stuff in my opinion.
[01:04:10] But I'm happy I played it.
[01:04:11] Like this is a game that was not on my radar whatsoever,
[01:04:15] especially growing up as a kid,
[01:04:16] interestingly enough, I feel like if I knew what this is
[01:04:19] or tried it at a friend's place,
[01:04:20] I would have definitely gone out and got this and been like,
[01:04:23] this is cool. It's different.
[01:04:24] It's 3D platformer.
[01:04:26] It's got cool music.
[01:04:28] I like the music, even though it's quite repetitive.
[01:04:30] I think the music's pretty good for the most part,
[01:04:32] other than the camera movements like Jiggy mentioned,
[01:04:35] the sound effects are pretty decent, I think.
[01:04:38] But yeah, I enjoyed this game.
[01:04:41] I think Rocket Robot on Wheels is worth your time
[01:04:45] just be prepared for some more challenge than you may expect.
[01:04:49] Jiggy, what about you, man? What do you think?
[01:04:51] Sort of final thoughts?
[01:04:53] I think this game...
[01:04:55] I did a thorough analysis of it on my YouTube channel.
[01:04:59] And I think that it was overhyped for me on my Discord.
[01:05:04] Like people wanted me to play this game
[01:05:07] and I'd never played it
[01:05:08] and I actually found it at a game store near me
[01:05:13] and it was...
[01:05:15] I think I paid $80 for it, but I didn't really care
[01:05:19] because that's pretty standard.
[01:05:21] It's pretty around the mark of where it sits.
[01:05:24] It actually might be on the low end for a cartridge.
[01:05:28] Crazy.
[01:05:29] Yeah, which is pretty nuts.
[01:05:31] But I don't regret playing through it.
[01:05:33] I think it's fun.
[01:05:34] I think realistically, you look at it up,
[01:05:37] I think they say like six, seven hours of gameplay time for this.
[01:05:41] I would say I probably sat around ten.
[01:05:43] Yeah, same.
[01:05:45] I think it's a solid game.
[01:05:49] It's just different.
[01:05:50] It's just not what I'm used to and it's challenging.
[01:05:54] It's fun.
[01:05:56] I don't regret playing it.
[01:05:58] I think people would like it
[01:05:59] and especially if you are looking for an N64 game
[01:06:02] that's a 3D platformer, but maybe just...
[01:06:05] It's a little fresh, right?
[01:06:07] It's fresh.
[01:06:08] It feels different.
[01:06:09] It feels totally different than anything else on the 64.
[01:06:12] I can't say that and I'll give it some props for that.
[01:06:16] I think baseline, it's okay to good in my book.
[01:06:21] Sure.
[01:06:22] Okay to good.
[01:06:23] Yeah.
[01:06:24] Bill would say it's the greatest game of all...
[01:06:26] No, so what's for you is this one of the...
[01:06:31] You mentioned it a little bit early.
[01:06:33] We talked about it, but this is pretty much right up there
[01:06:36] as far as platformers go, especially in this era or this console.
[01:06:40] So I didn't grow...
[01:06:41] Like I said earlier, I didn't grow up with a lot of the classic N64 platformers
[01:06:45] so I came into this with a much different mindset.
[01:06:47] Right.
[01:06:48] Compared to anyone who grew up with an N64 at the time.
[01:06:51] Yep.
[01:06:52] And to me, the best way to describe this game is it's creative.
[01:06:57] It is by far one of the most...
[01:07:01] I want to say ambitious and probably unique platformers on N64,
[01:07:06] which is interesting to me because the N64 had a lot of unique and original platformers,
[01:07:13] but it also had a lot that basically copied Mario 64.
[01:07:16] Yeah, yeah.
[01:07:17] Oh yeah.
[01:07:18] And I think this one to me is special to me just in the fact that it is basically
[01:07:25] the bare bones of what would become like Sucker Punch's legacy over at Sony
[01:07:31] with their incredibly creative and uniquely ambitious platformers
[01:07:37] that are full of charm and they just feel different than the rest.
[01:07:41] Say, moving on to their future stuff with Sly Cooper.
[01:07:46] I still think out of Sony's Big 3 platformers,
[01:07:48] Sly Cooper was the best pure platformer of the three
[01:07:52] compared to like Jack and Daxter and Ratchet and Clank,
[01:07:55] which had their own strengths in different ways.
[01:07:57] Sure.
[01:07:58] Yeah.
[01:07:59] And this is like you mentioned earlier,
[01:08:01] this is very foundational for what they did and everything,
[01:08:04] which is great.
[01:08:05] You can see a lot of the DNA of what to me is Sucker Punch Productions in this game.
[01:08:11] Yeah.
[01:08:12] Yeah, it's all there and I think you're right.
[01:08:17] I think this is a special game because of what they tried to do.
[01:08:21] And I do think that that is not to say like, oh, they tried to do it
[01:08:25] and they failed completely.
[01:08:26] They didn't.
[01:08:27] I think there's a lot.
[01:08:28] No, it's not a failure by any means.
[01:08:29] Yeah.
[01:08:30] No way.
[01:08:31] Yeah, exactly.
[01:08:32] Camera controls better than Kroc.
[01:08:35] That's what you can say on that.
[01:08:37] Better than most N64 platformers.
[01:08:40] Yeah.
[01:08:41] It still weren't made by Nintendo.
[01:08:43] Yeah.
[01:08:44] Yeah.
[01:08:45] And that's the thing too.
[01:08:46] Like, yeah, it's different if you are Nintendo 100 percent.
[01:08:49] It's a different.
[01:08:50] Yeah.
[01:08:51] Yeah, this I'm happy that that I sort of like semi stumbled upon this thanks to
[01:08:57] you guys.
[01:08:58] So I agree.
[01:09:00] I think it's a really fun game.
[01:09:01] It's definitely worth definitely worth playing for sure.
[01:09:04] If these 3D platformers are up your alley, like I do think that it is one
[01:09:08] of those titles that makes makes a pretty good effort of doing something
[01:09:12] different.
[01:09:13] And I think that is definitely something that that needs to be experienced.
[01:09:16] I think so.
[01:09:17] So though before we wrap up, do you guys want to hear some fun rocket
[01:09:22] references and later sucker punch games?
[01:09:25] Yes.
[01:09:26] Absolutely.
[01:09:27] 100 percent.
[01:09:28] So similar to how like sucker punch likes to reference their older
[01:09:30] games and their newer games, like how in infamous, Cole McGrath had a
[01:09:36] slight Cooper patch on his backpack.
[01:09:39] Oh yeah.
[01:09:40] There was a poster for Sly 4 at the movie theater.
[01:09:43] An interesting thing is in Sly Cooper 2, there is a grave marker in, I believe
[01:09:49] Paris that says Riv rocket.
[01:09:51] Oh what?
[01:09:52] Really?
[01:09:53] And I believe it says like the year the game came out.
[01:09:56] Nice.
[01:09:57] There was also there was also a room in Sly 2 where it's one of the
[01:10:02] levels.
[01:10:03] I forget the one exactly, but if you destroy all the items and like
[01:10:06] furniture in the room and then you stand on this one platform,
[01:10:09] the game will zoom into the center of the room and 3D models like new
[01:10:13] models of rocket and Jojo will appear in the center that you can look at.
[01:10:17] What?
[01:10:18] Interesting.
[01:10:19] Just a little fun little thing that sucker punch threw in there just to
[01:10:23] see if people could find it.
[01:10:25] That's great.
[01:10:26] That seems like super, like that one in particular would be like tough
[01:10:30] to sort of stumble upon sort of thing.
[01:10:32] And then also in their recent they did their big like I think it was
[01:10:35] like they're either 25th or I want to say 25th anniversary.
[01:10:39] They did like this big, they did a big poster celebrating their
[01:10:43] basically the games that they made.
[01:10:45] And of course it had Sly infamous and goes to Shima on it, but it
[01:10:48] also had rocket and Jojo in the corner, which was a nice touch.
[01:10:52] Nice.
[01:10:53] That's good.
[01:10:54] That's good.
[01:10:55] It's it is one of those games that seems to be a little bit
[01:10:57] forgotten whether it's on the 64 or whether it's from the
[01:11:00] studio and stuff.
[01:11:01] Or at least it's not at the forefront of people's mind and
[01:11:04] stuff.
[01:11:05] So at least they're they're still saying like, Hey, we did this
[01:11:07] thing.
[01:11:08] I hope people remember number 18 baby.
[01:11:10] Yeah, it's also never been re-released, which is one of the
[01:11:13] other reasons why it's kind of got this mystique to it.
[01:11:16] I think I think they could they could find a way to
[01:11:19] re-release this and you know, maybe it's maybe it's not
[01:11:22] it's got to be a licensing issue.
[01:11:24] That's probably the Ubisoft and stuff is probably probably a
[01:11:28] problem.
[01:11:29] I would assume there's something to it with that.
[01:11:32] But sometimes it's small things.
[01:11:34] Sometimes it's music, sometimes it's character designs.
[01:11:36] And that you know, there's usually something there.
[01:11:39] But you know, maybe you don't have to pay $8200 to play
[01:11:44] the game and stuff.
[01:11:45] Hopefully not everyone has to.
[01:11:47] But if you have a chance to pick up a copy or you have a
[01:11:50] chance to experience this game, I think it's worth it.
[01:11:52] I think it's a good game.
[01:11:53] I think Rocket Robot on wheels is something that people
[01:11:55] should try and and as I usually say for people that
[01:12:00] bring in bring games, I'm going to say to both you guys.
[01:12:02] Thanks for bringing this game more to my attention because
[01:12:05] I'm happy I played it.
[01:12:06] If not perfect still a good time and still something that
[01:12:10] I'm happy I played.
[01:12:11] So before we get out of here, Bill, let's talk about your
[01:12:14] stuff online and all the expanding shows that you
[01:12:18] keep doing and all that.
[01:12:20] Let's let's chat about your work.
[01:12:22] Yeah, so I think the last time I was on it was mostly
[01:12:25] still just GNC.
[01:12:26] I think 3DO existed, but it wasn't active at the time.
[01:12:30] I think you were like just kicking it off.
[01:12:32] Yeah.
[01:12:33] Well, because I did the original three episodes and then
[01:12:37] it went on hiatus for good half a year just because
[01:12:41] of logistical reasons.
[01:12:42] Yeah.
[01:12:43] But yeah, so my three shows I currently have.
[01:12:46] My main show is Gaming and Collecting that is a
[01:12:50] gaming and anime based nostalgia podcast I do with
[01:12:52] my sister Alex where we talk about a whole bunch of
[01:12:54] different games, anime just different stuff from our
[01:12:57] child as we also talk about some modern stuff every
[01:12:59] now and then.
[01:13:00] My second show is the 3DO experience which may or may
[01:13:04] not have been inspired by this podcast.
[01:13:06] Yes.
[01:13:07] It is a retrospective podcast talking about the
[01:13:12] Panasonic well the 3DO console which was famously
[01:13:15] made by Panasonic and it's essentially a show where
[01:13:18] me and my co-host Thrak we go over either the games
[01:13:21] we talk about some of the developers or we talk
[01:13:23] about the company behind it, the console basically
[01:13:25] everything in between kind of given sort of a
[01:13:28] retrospective of this very obscure console from
[01:13:30] the 90s.
[01:13:32] It is honestly I know almost nothing about this
[01:13:35] console about these games.
[01:13:37] It was something that would like I knew existed
[01:13:39] when I was younger but didn't really know anything
[01:13:41] about and still don't.
[01:13:42] I have learned more in just a few episodes of
[01:13:45] the podcast than I ever have leading up to
[01:13:47] this point.
[01:13:48] So if the three even if you never even if you
[01:13:50] don't have any experience with the 3DO like me it is
[01:13:53] worth a lesson because it is very cool and
[01:13:55] interesting.
[01:13:56] Obviously you guys put on a good show so I highly
[01:13:58] recommend it.
[01:13:59] Thanks.
[01:14:00] And then my final show this one recently started
[01:14:03] it's more of a spin-off than a new podcast it
[01:14:06] releases in the GNC feed directly but I do a
[01:14:09] third show called Geek Addicts which is a
[01:14:12] pop culture podcast I do with my friend Matt
[01:14:14] and we basically just talk about all sorts of
[01:14:16] pop culture things like gaming, anime, comics,
[01:14:18] books all sorts of stuff like once a week just
[01:14:21] it's most the best way to describe it is just
[01:14:23] two buddies like shoot the shit for an hour
[01:14:25] every week.
[01:14:26] Love it.
[01:14:27] Love it.
[01:14:28] All that stuff on podcast feeds.
[01:14:30] Jiggy what about you man?
[01:14:32] What's what's happening on the I mean you did
[01:14:34] you did something in Rocket Robot on Wheels
[01:14:36] what's happening at the at the YouTube
[01:14:38] page?
[01:14:39] Oh so much is happening on the YouTube
[01:14:41] page.
[01:14:42] I just feel like I've they've been pumping
[01:14:44] stuff out.
[01:14:45] You have been.
[01:14:46] Just put out just put out and analyzing
[01:14:48] everything about Earthworm Gym 1 and 2 a
[01:14:51] little retrospective playing through
[01:14:54] those and those those are those are very
[01:14:56] hard well not Earthworm Gym 2 but Earthworm
[01:14:59] Gym 1 very hard.
[01:15:00] Yes.
[01:15:01] A very unforgiving but it was a lot of fun
[01:15:04] and I love it and so I got that I got
[01:15:07] a big I'm super excited I think I
[01:15:09] mentioned it a while back but the
[01:15:11] mapping at the Rare Rare Universe
[01:15:13] video I've been working on going to
[01:15:15] have a special guest on it.
[01:15:17] It's going to be super cool super pump
[01:15:19] for that one I'm just waiting for the
[01:15:21] guest to finish their part but it's
[01:15:23] going to be something really special
[01:15:24] if you love Diddy Kong Racing,
[01:15:26] Banjo-Kazooie any Rare Rare Game
[01:15:28] basically of all time it's going to be
[01:15:31] represented in some way there so
[01:15:33] I'm super stoked for that but yeah
[01:15:35] it's been been a lot of fun it's
[01:15:37] been a wild ride.
[01:15:38] Yeah just keeps growing.
[01:15:39] Yeah you're plugging away man this
[01:15:41] stuff is awesome Rocket Robot on
[01:15:43] Wheels as well if you want to
[01:15:44] know a little bit more about that
[01:15:46] from Jiggy and breaking things down
[01:15:48] from gameplay to music to sound to
[01:15:50] all of that stuff you hear a little
[01:15:52] bit more about that on his YouTube
[01:15:54] page and as always.
[01:15:55] I want to address something.
[01:15:56] Yes please do.
[01:15:57] I want to address something.
[01:15:58] Rocket Robot on Wheels
[01:16:00] plural okay it's real
[01:16:02] but I want to defend it
[01:16:04] okay because.
[01:16:05] I never even thought about that
[01:16:07] until you said this by the way.
[01:16:08] I feel like I've seen people
[01:16:10] point it out and be like it's
[01:16:12] not wheels not wheels right
[01:16:14] but he does drive a lot of vehicles.
[01:16:16] Oh that's true.
[01:16:18] Yeah and he does it like
[01:16:20] so many vehicles without the game
[01:16:21] so I'm defending wheels as
[01:16:23] the proper title so.
[01:16:24] That's it.
[01:16:25] That's it Rocket Robot on
[01:16:27] Wheel just sounds bad.
[01:16:28] Sounds bad.
[01:16:29] Yeah.
[01:16:30] Or like Unicycle Robot
[01:16:32] like it just wouldn't quite work
[01:16:34] yeah.
[01:16:35] Rocket the circus robot.
[01:16:37] Yeah right I mean
[01:16:39] but then that just doesn't sound
[01:16:40] as appealing you know like it just
[01:16:42] doesn't yeah.
[01:16:43] Rocket cycle bot.
[01:16:44] It's like yeah.
[01:16:45] Okay I'm done.
[01:16:46] No no it's good.
[01:16:47] You know what I literally never
[01:16:49] even thought about it until you
[01:16:50] said that.
[01:16:51] Well that's a good thing or not
[01:16:52] about it.
[01:16:53] Yeah I don't know if that's a
[01:16:54] good thing that I never thought
[01:16:55] about it but.
[01:16:56] Yeah go play this game.
[01:16:57] Don't think about it.
[01:16:58] Don't think about it just play
[01:16:59] it.
[01:17:00] Yeah I just subscribed so.
[01:17:02] Word.
[01:17:03] Yeah there we go.
[01:17:04] And another one.
[01:17:06] Lock them in.
[01:17:08] Remember 64 show across the
[01:17:10] board.
[01:17:11] Patreon.com slash remember 64
[01:17:13] show you can also get all the
[01:17:15] episodes early there.
[01:17:17] You can find us across social
[01:17:18] media remember 64 show.
[01:17:20] And yeah some
[01:17:22] gameplay videos and get a video
[01:17:24] version of this we're
[01:17:25] referencing the.
[01:17:26] The video of me playing and being
[01:17:28] terrible at most games that we
[01:17:29] play on the show.
[01:17:31] That's because we have it playing
[01:17:32] while we're recording episodes if
[01:17:33] you want to see what we're
[01:17:34] talking about that's the best
[01:17:35] way to find it.
[01:17:36] And other than that some pretty
[01:17:38] fun games coming up as.
[01:17:40] Twenty twenty four continues and
[01:17:42] until next time everybody thank
[01:17:43] you very much for joining us.
[01:17:45] Jiggy bill thanks for being
[01:17:46] here and we will see you next
[01:17:48] time on remember 64.