#oneaday Day 97: EverDriving the ’64

Inspired by my success with the GDEMU for the Dreamcast, I decided to pick up an EverDrive 64 for my Nintendo 64. Long-term, I’m planning on grabbing one of these excellent devices for all my cart-based consoles, as I’ve been burned just once too many by duff cartridges purchased from second-hand sources. As much fun as it is to collect things and have the satisfying tactile thunk of slamming a cartridge into a slot, it’s even more fun to have games that actually work.

For the unfamiliar, an EverDrive is a cartridge designed to work with a cartridge-based system… obviously. In most cases, they have a micro SD card slot, on which you load some simple OS files for the thing to be able to do its thing, and then any ROM files you want to use. This effectively means in most instances, you can carry around the complete library for a system on just one cartridge. Very convenient — particularly as the EverDrive also takes care of managing save data, and even allows you to back up and restore Controller Pak saves so you don’t need umpteen of the little buggers to be able to save your progress.

The one small issue I’ve found is that when running NTSC games on my PAL N64, there’s a horrible “ghosting” effect on the image that makes playing those games undesirable. It’s a bit of a shame, as there are a few North American NTSC N64 titles I wouldn’t mind playing, but to be honest, I suspect the EU library will keep me busy for quite some time.

This evening I’ve been exploring a few games I’ve always been curious about, but never had the opportunity to play for one reason or another. The two that I’ve probably had the most fun with are both Midway titles, as it happens, and both arcade conversions: San Francisco Rush and Gauntlet Legends.

San Francisco Rush is an arcade racer that is markedly different from most other arcade racers from the ’90s that I’m familiar with. Probably its most notable standout feature is that its courses are relatively “open”, often offering alternative routes and shortcuts, and in some cases allowing you to proceed around a section of the course in the opposite direction to the rest of the pack and still end up where you’re going.

Of course, open-structure races aren’t a particularly uncommon sight these days — to be honest, it’s harder to find a modern racing game that isn’t open world outside of the hardcore sim sector — but I suspect back in the ’90s, San Francisco Rush would have been quite the unusual little thing.

It’s also noteworthy in that it’s an arcade racer where you really do have to slow down for corners. If there’s a drift function, I certainly haven’t got to grips with it; thus far I’ve had a reasonable amount of success with just actually using the brakes (or at the very least letting off the accelerator) ahead of sharp corners — and with the game being set in San Francisco, there are lots of sharp corners.

The visuals are fairly ugly by modern standards, though I found that I quickly stopped noticing the low-resolution blurry nature of the game, and the fact that many of the races are covered in fog is entirely appropriate for the setting. It thus far seems to be an enjoyable racer, and with a decent amount of longevity, too; the main “championship” mode is 24 tracks long, thankfully with the ability to save your progress.

Gauntlet Legends, meanwhile, is a successor to the classic 4-player dungeon crawler from Atari Games. It takes the action into the polygonal 3D realm, though still plays mostly like a top-down maze game. It has all the classic Gauntlet elements present and correct: finding keys to open doors, standing on switches to open up walls, blasting generators to stem the tide of monsters. It adds a few new elements to the mix, though, including an inventory where you can activate and deactivate power-ups at will, and some RPG-lite mechanics whereby you can level up and improve your stats.

Perhaps most importantly, your health doesn’t tick down gradually as you play. Bliss! This makes it one of the few Gauntlet games that it doesn’t feel utterly futile to play; as much as I like old-school Gauntlet, the various home ports tend to trivialise themselves by providing you the opportunity to “insert coins” as much as you want, affording you effectively unlimited health.

Not so in Gauntlet Legends! Instead, you lose health at a much more sensible rate if you get hit or caught in a trap, and healing items give you a meaningful amount of health back. Plus you can buy more health with the gold you earn in levels, and you also get more health every time you level up.

Probably the thing I’m most impressed with about Gauntlet Legends is how smoothly it runs. While it doesn’t run at a rock-solid framerate, it happily gets up to a full 50fps (I’m running PAL, remember) when you’re wandering around exploring, and while the frame rate does drop a bit when the screen gets busy, it’s never to an unplayable degree, and the controls always remain nicely responsive.

I’m looking forward to spending a bit more time with both games, along with revisiting some old favourites and discovering some new titles. If you have an N64 and a bit of cash to splash, I can highly recommend an EverDrive; I suspect it’s going to revitalise my interest in this classic system, and I’m looking forward to getting one for my other classic consoles, too. After payday, though; they ain’t cheap!


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.


Discover more from I'm Not Doctor Who

Subscribe to get the latest posts sent to your email.

One thought on “#oneaday Day 97: EverDriving the ’64

Comments are closed.