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Jet Force Gemini

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1999 video game
1999 video game
Jet Force Gemini
North American box art
DeveloperRare
PublisherRare
DirectorsLee Schuneman
Paul Mountain
ProducerChris Stamper
DesignerMartin Wakeley
ComposersRobin Beanland
Graeme Norgate
Alistair Lindsay
PlatformNintendo 64
Release
  • NA: October 11, 1999
  • EU: October 29, 1999
GenresThird-person shooter,platform
ModesSingle-player,multiplayer

Jet Force Gemini is a 1999third-person shooter game developed and published byRare for theNintendo 64. The game follows the story of three members of a galactic law enforcement team as they try to stop a horde ofdrones led by aninsectoid called Mizar. It features asingle-player mode where the player must explore a galaxy and save Tribals, a race of survivors who have been enslaved and imprisoned by Mizar, and places strong emphasis on shooting large numbers of enemies while dodging their attacks. The game includes amultiplayer mode where two to four players can compete in traditionaldeathmatch games.

Inspired by 80sarcade games and more recent titles of the time, such asSuper Metroid andSuper Mario 64,Jet Force Gemini blends elements of bothshoot 'em up andaction-adventure games. Works such asAliens,Stargate andBattle of the Planets were major influences. The game received generally positive reviews from critics. Praise was given to its detailed graphics and life-span, while criticism was targeted at its confusing controls and insistence on having to save every Tribal to fully complete the game. In 2015,Jet Force Gemini was included as part of theRare Replay video game compilation forXbox One. The game was re-released via theNintendo Classics service in 2023.

Gameplay

[edit]
While in aiming mode, theplayer character is translucent and acrosshair is visible.Health and ammunition information is displayed on the left side of the screen.

Jet Force Gemini is athird-person shooter withshoot 'em up andaction-adventure elements, in which the player controls theplayer character from athird-person perspective in a 3D environment.[1] The game places strong emphasis on shooting large numbers of enemies while dodging their attacks.[2] Weapons have no magazine restrictions and include grenades, a pistol, a machine gun, a sniper rifle, a flamethrower, and rocket launchers, among others.[3] Although much of the game is spent in battle, the player has the ability to jump, hang from ledges, swim, and fly usingjet packs, when needed.[4] In combat, the player is free to set on a manual aiming system with the targeting camera fixed behind the character's head. When using this technique, acrosshair appears on screen and the player character becomes translucent so that players can aim and shoot with finesse.[5] By contrast, when walking around, the game plays similar to a 3Dplatformer.[5]

In the game'ssingle-player mode, the player must explore a galaxy that is composed of 15nonlinear worlds.[6] Each world is composed of a series ofstages with areas interconnected by different types of doors. Most doors open automatically, but some require a special action to be unlocked. For example, some doors require the player to defeat all the enemies in the area, while others may require a specific key.[7] Although the player has a certain amount ofhealth which decreases when attacked by enemies, health-recoverygems and ammunition crates can be collected throughout the world to increase the player's resources.Power-ups can be found to expand the player's health and ammunition capacity.[7]

While progressing, the player can take control of three different characters: Juno, Vela, and Lupus. Each character has a special ability that allows them to uncover areas which the other characters cannot reach. Juno can walk throughmagma safely, Vela can swim underwater indefinitely, and Lupus can hover for a short period of time. Therefore, choosing the right character for the right stage is critical in order to complete the game.[2] Initially, the game forces the player to use the three characters individually until they reach a meeting point. Once they reach the meeting point, all of the worlds can be tackled with any character in any order. The overall objective of the game is to explore all the galaxy to collect several starship parts and save a large number of Tribal survivors. Tribals can potentially be killed by weaponsfire, requiring the player to restart the encounter in order to save them.[8] The player must collect all 12 ship parts and 282 Tribals to access the final stage.[6]

In addition to the single-player mode,Jet Force Gemini features amultiplayer mode where two to four players can compete in traditionaldeathmatch games.[9] Options such as the weapons available, the winning condition, and time limit can be changed to match player preference.[10] Some multiplayer aspects, such as levels and characters, must be unlocked by finding the corresponding secret in the game's single-player mode.[10][11] Players can unlockracing mini-games that are played from anoverhead perspective,[12] as well as a firing range challenge, where players must shoot numerous targets while the game automatically follows a predefined path.[13]Jet Force Gemini features a nosplit-screenco-operative mode where a second player may take control of Floyd, a floating robot that automatically follows the main player character in the single-player mode.[9]

Plot

[edit]

Jet Force Gemini revolves around the galactic law enforcement team Jet Force Gemini, composed of twin siblings Juno and Vela and theirwardog mascot Lupus. The game begins with the three characters in orbit around the planet Goldwood after barely escaping the destruction of the entire Jet Force fleet at the hands of theinsectoid Mizar, who has been capturing and enslaving the native Tribals on Goldwood. When their ship is boarded by several of Mizar'sdrones, the three decide to abandon their ship and go off on their own separate paths to stop the invasion. Along the way, Juno finds and reconstructs Floyd, a small floating robot who defects from Mizar and agrees to aid the team. After traversing various planets, the heroes find themselves reunited at Mizar's Palace and confront Mizar, who escapes to a nearby asteroid and sets course to impact with Earth. To help the heroes, the Tribals' leader King Jeff provides them with an ancient starship that can quickly catch up to Mizar's asteroid, asking them to rescue all the Tribals throughout the galaxy in exchange.

After rescuing all the Tribals and restoring the starship with several needed parts, the team, along with King Jeff, departs to the asteroid and battle Mizar. To everyone's surprise, Mizar is revealed to be a robot controlled by King Jeff's jealous brother, Barry, who apologizes for letting things get out of hand. With time running out until the asteroid strikes Earth, Floyd offers to carry a warhead into the asteroid's core and destroy it. The team hesitantly agrees and flees in the starship shortly before Floyd sacrifices himself to destroy the asteroid. On Earth, the Jet Force Gemini team is given the highest honors for their accomplishments.

Development

[edit]

Jet Force Gemini was developed byRare'sBlast Corps team.[14] Work on the game began in 1997 with lead engineer Paul Mountain, who had previously worked onDiddy Kong Racing.[5] The inspirations of the game ranged from 80sarcade classics to more recent titles of the time.[5] The free-roaming nature ofNintendo'sSuper Mario 64 influenced the scale and the openness of some of the backgrounds and settings, while the collecting and upgrading of weapons were inspired bySuper Metroid.[5] Mountain revealed that "the behaviour of the bad guys was a mixture of arcade space shooter formations andQuake-style 'attack and cover' mechanics".[5] According to him, "I suppose, in short, we were inspired by all the good stuff we'd played and enjoyed playing."[5]Jet Force Gemini borrowed elements from non-video game sources. Lead artist Lee Musgrave admitted, "There are elements ofStar Wars in there,Aliens,Dune,Battle of the Planets, evenStargate – it was a real mix of everything and anything 'space' related."[5]

Most of the characters in the game were named after stars and constellations, such asMizar andVela.[15] Originally, the protagonists Juno and Vela were designed as younger and more cartoon-like with large heads, but they were ultimately changed to a more mature version because Nintendo expressed concerns over a game starring two children killing a large number of creatures.[16] The game's controls were one of the main concerns during development. The idea was to retain a character-based game, where players could see the character they were playing while keeping the tightness and accuracy offirst-person shooters.[5] Rare initially attempted to automate the change of view and targeting mode based on the context of the action, but this idea was eventually replaced with a manual system. According to Mountain, "The solution we ended with is a beautiful thing. It feels very old-school to me; difficult, unforgiving, but ultimately precise."[5]

Because several members of the team enjoyedracing games and had worked onDiddy Kong Racing, they decided to include the futuristic Ant racing mini-game in the campaign mode and the top-down arcade racing games in the multiplayer mode.[17] Developers initially considered the possibility to use the 4MB Nintendo 64Expansion Pak,[18] but the idea was eventually dropped.[17] According to Mountain, "we wanted to deliver the same experience to all players and were confident that we could do this using the standard 4MB of RAM on the console."[17] This led to some confusion as the box cover for the original release stated that it did support such a feature. Nintendo provided a quick-fix to the mislabeled covers by providing stickers declaring itsRumble Pak compatibility and fixed later printings of the boxes.[19]

Release

[edit]

In May 1999, a playable demonstration of the game was presented at theElectronic Entertainment Expo in Los Angeles, California.[20] A more complete version of the game was showcased atNintendo Spaceworld in Japan in August 1999, alongside Rare'sDonkey Kong 64 andPerfect Dark.[21] The game was originally intended to be released in North America on August 31, 1999, but was pushed back to September 27, 1999, to give the developers more time to polish up the game.[22] It was then pushed back even further to October 11, 1999, due to manufacturing delays.[23] In Europe, the game was released on October 29, 1999,[24] and on December 1, 1999, in Japan.[25] The Japanese release ofJet Force Gemini was localized asStar Twins (スターツインズ) because Nintendo felt that the Japanese pronunciation of the Western title, "Jetto Fōsu Jeminai", was too difficult to pronounce.[26] Although4Kids Entertainment obtained the rights to merchandisingJet Force Gemini andPerfect Dark toys, movies, and other recreational products, the company did not produce any merchandise.[27]

Reception

[edit]
Reception
Aggregate score
AggregatorScore
Metacritic80/100[28]
Review scores
PublicationScore
AllGame4/5[29]
Edge9/10[24]
Game Informer7.75/10[30]
GameRevolutionB[31]
GameSpot8.8/10[1]
IGN8.1/10[9]
N64 Magazine93%[32]
Next Generation3/5[33]
Nintendo Life7/10[34]
Nintendo Power9/10[35]
The Cincinnati Enquirer1.5/4[36]

Jet Force Gemini received generally positive reviews from critics.[28]Edge described it as "a straightforward blaster at heart",[24] whileAllGame claimed that it "pays homage to8- and16-bit games with its emphasis on high-intensity action and level design that requires skill with the controller."[29] Writing forIGN, journalistMatt Casamassina remarked that, althoughJet Force Gemini has some flaws and could be more polished, it is "still one of Nintendo 64's most original games and it has much more good going for it than it does bad."[9] In a mixed review,Next Generation felt that the game was bloated with too many features and that it may exhaust players before it is over, concluding that the game would have been "twice as good" if "Rare had cut all the tedious parts".[33]

The game's graphics and surround sound effects were received very positively.[9][31][32][24] Casamassina described its sound effects as "dead-on and crystal clear" and its soundtrack as "some of the very best ever put into a Nintendo 64 game",[9] whileGameRevolution said that the game "goes for a more operatic feel than the generic video gametechno."[31] Graphically, the game was highlighted for its "visually stunning" settings, "state-of-the-art" animations, and special lighting,[35] withGame Informer remarking that the game's "enormous" explosions help intensify the action.[30] Despite the praise, some critics observed occasionalframe rate drops when the action increases or when the game is played in non-widescreen mode.[9][31]Edge also criticized the camera for refusing to move in some situations, requiring players to enter the aiming mode to manually center it behind the player character.[24]

AlthoughJet Force Gemini was generally praised for its challengingartificial intelligence, included mini-games and length,[30][1][32] some critics reacted negatively to the game's insistence on having to save every Tribal to fully complete the campaign mode.[31][9] Casamassina felt that this task was "far too tedious to truly be enjoyed."[9] In contrast,N64 Magazine stated that revisiting previous stages with new weapons was fun and extends the game's lifespan.[32] Critics agreed its controls were complex and confusing and that they were clunky during multiplayer.[9][31][29][30][1] In a negative review,The Cincinnati Enquirer explained that the game is frustrating because players are required to constantly change from using the analog stick to the C buttons of theNintendo 64 controller when switching to combat mode.[36]GameSpot said that the controls remain responsive at all times, but acknowledged that the alternation between the two control styles may frustrate some players.[1]

In a retrospective review,Nintendo Life stated thatJet Force Gemini is "a really enjoyable game" with "its fair share of flaws that tend to hinder the experience a little too much. That being said, it's certainly an incredibly fun title, at its best, that will definitely raise a few smiles."[34]

Legacy

[edit]

After the release ofJet Force Gemini, work on aGame Boy Color version of the game started, but the project was ultimately cancelled.[37] According to former Rare designer and producer Martin Wakeley,Jet Force Gemini on the Game Boy Color "was the only occasion I can remember Rare outsourcing anything. It was being done byBits Studios and was nearly done last time I saw it, I'm not sure what happened to it."[38] The game would be a shooter played from anisometric perspective and would follow Juno and Lupus searching for Vela after a signal is broadcast from an unknown planet.[37] The game was never officially announced by either Rare or Nintendo.[37]

In 2000,Jet Force Gemini was ranked by IGN at number 20 in their list of The Top 25 N64 Games of All Time.[39] In 2009,Official Nintendo Magazine ranked it the 93rd best game available on Nintendo platforms. The staff called it Rare's "big hope" due to the highly anticipated but delayed Nintendo 64 gamePerfect Dark.[40] Subsequent games developed by Rare have featuredcameo appearances ofJet Force Gemini, includingKameo,Viva Piñata: Trouble in Paradise, andBanjo-Tooie.[41] Players may also dress their character up as Juno, Vela, and Lupus inMinecraft: Xbox 360 Edition through the use of adownloadable content pack.[42] The game is included as part of theRare Replay video game compilation forXbox One, with support for dual-analog controls being added post-release.[43] The game was also re-released via theNintendo Classics service on November 30, 2023 in Japan, and on December 7, 2023 in western regions.[44]

References

[edit]
  1. ^abcdeTaruc, Nelson (October 12, 1999)."Jet Force Gemini Review".GameSpot.Archived from the original on June 28, 2003. RetrievedMarch 1, 2011.
  2. ^ab"Jet Force Gemini".IGN. September 22, 1999. Archived fromthe original on July 13, 2011. RetrievedFebruary 22, 2011.
  3. ^"Weapons of Choice".Jet Force Gemini Official Nintendo Player's Guide.Nintendo of America. 1999. p. 15.ASIN B000G8L1AE.
  4. ^"Play Control".Jet Force Gemini Official Nintendo Player's Guide.Nintendo of America. 1999. pp. 6–9.ASIN B000G8L1AE.
  5. ^abcdefghijMcFerran, Damien (June 3, 2010)."Feature: The Making of Jet Force Gemini - Part One".Nintendo Life.Archived from the original on July 14, 2011. RetrievedFebruary 8, 2011.
  6. ^ab"Mission Flight Plan".Jet Force Gemini Official Nintendo Player's Guide.Nintendo of America. 1999. pp. 12–14.ASIN B000G8L1AE.
  7. ^ab"Items of Interest".Jet Force Gemini Official Nintendo Player's Guide.Nintendo of America. 1999. p. 10.ASIN B000G8L1AE.
  8. ^Conrad, Jeremy (April 14, 2000)."Jet Force Gemini Game Guide".IGN. Archived fromthe original on June 25, 2012. RetrievedFebruary 7, 2013.
  9. ^abcdefghijCasamassina, Matt (October 8, 1999)."Jet Force Gemini".IGN.Archived from the original on October 8, 2008. RetrievedMarch 1, 2011.
  10. ^ab"Battle Mode Options".Jet Force Gemini Official Nintendo Player's Guide.Nintendo of America. 1999. p. 113.ASIN B000G8L1AE.
  11. ^"Gallery of Characters".Jet Force Gemini Official Nintendo Player's Guide.Nintendo of America. 1999. pp. 114–115.ASIN B000G8L1AE.
  12. ^"Races".Jet Force Gemini Official Nintendo Player's Guide.Nintendo of America. 1999. pp. 124–116.ASIN B000G8L1AE.
  13. ^"Target Shoot".Jet Force Gemini Official Nintendo Player's Guide.Nintendo of America. 1999. p. 127.ASIN B000G8L1AE.
  14. ^"N64 Games of October".IGN. October 6, 2010. Archived fromthe original on July 13, 2011. RetrievedMarch 2, 2011.
  15. ^"The Tepid Seat - The Jet Force Gemini Team".Rareware. Archived fromthe original on August 18, 2000.
  16. ^"Jet Force Gemini".N64 Magazine. No. 31.Future Publishing. August 1999. pp. 64–67.
  17. ^abcMcFerran, Damien (June 3, 2010)."Feature: The Making of Jet Force Gemini - Part Two".Nintendo Life.Archived from the original on July 14, 2011. RetrievedFebruary 8, 2011.
  18. ^"Rare Undecided About 4MBs".IGN. April 4, 1999. Archived fromthe original on March 16, 2012. RetrievedFebruary 8, 2011.
  19. ^"Nintendo Fixes JFG Box".IGN. October 12, 1999. Archived fromthe original on March 16, 2012. RetrievedFebruary 8, 2011.
  20. ^"Jet Force Gemini".Edge. No. 73.Future Publishing. July 1999. p. 61.
  21. ^"Rare Brings E3 to Spaceworld".IGN. August 17, 1999.Archived from the original on December 21, 2016. RetrievedFebruary 19, 2017.
  22. ^"Jet Force Gemini Delayed".IGN. June 18, 1999. Archived fromthe original on March 16, 2012. RetrievedFebruary 8, 2011.
  23. ^"October Gemini".IGN. August 9, 1999. Archived fromthe original on March 16, 2012. RetrievedFebruary 8, 2011.
  24. ^abcde"Jet Force Gemini".Edge. No. 77.Future Publishing. Autumn 1999. pp. 84–85.
  25. ^"NINTENDO64全発売ソフト一覧(1999年)" [List of all NINTENDO64 software releases (1999)] (in Japanese).Nintendo.Archived from the original on January 4, 2023. RetrievedMarch 26, 2023.
  26. ^"Star Twins: News From Japan".IGN. October 15, 1999. Archived fromthe original on March 16, 2012. RetrievedFebruary 8, 2011.
  27. ^"Rare Toys".IGN. January 24, 2000. Archived fromthe original on March 16, 2012. RetrievedFebruary 8, 2011.
  28. ^ab"Jet Force Gemini".Metacritic.Archived from the original on October 23, 2012. RetrievedNovember 28, 2010.
  29. ^abcMcCall, Scott."Jet Force Gemini - Review".AllGame. Archived fromthe original on November 13, 2014. RetrievedNovember 20, 2013.
  30. ^abcd"Jet Force Gemini".Game Informer. October 1, 1999. Archived fromthe original on June 4, 2000. RetrievedMarch 1, 2011.
  31. ^abcdefLiu, Johnny (November 1, 1999)."Jet Force Gemini Review".GameRevolution.Archived from the original on July 17, 2012. RetrievedFebruary 7, 2013.
  32. ^abcdKitts, Martin (November 1999). "Jet Force Gemini".N64 Magazine. No. 34.Future Publishing. pp. 50–57.
  33. ^abYoung, Jeffrey Adam (November 1999). "Jet Force Gemini".Next Generation. No. 59.Imagine Media. p. 116.
  34. ^abGreen, Andy (August 24, 2013)."Review: Jet Force Gemini".Nintendo Life.Archived from the original on October 31, 2013. RetrievedNovember 20, 2013.
  35. ^ab"Jet Force Gemini".Nintendo Power. No. 125.Nintendo of America. October 1999. p. 120.
  36. ^abBottorff, James (November 6, 1999)."Poor controls shoot down Jet Force Gemini".The Cincinnati Enquirer. Archived fromthe original on January 1, 2006. RetrievedJanuary 1, 2006.
  37. ^abcLada, Jenni (January 26, 2016)."See The Opening Moments Of The Jet Force Gemini Game Boy Color Game".Siliconera.Archived from the original on March 31, 2016. RetrievedNovember 17, 2018.
  38. ^Rogers, Emily (October 1, 2012)."Crash Lab: Life after Rareware and Free Radical".Dromble.com.Archived from the original on June 24, 2018. RetrievedNovember 17, 2018.
  39. ^"The Top 25 N64 Games of All Time: #16-20".IGN. June 13, 2000.Archived from the original on July 13, 2011. RetrievedMarch 1, 2011.
  40. ^East, Tom (February 17, 2009)."Nintendo Feature: 100 Best Nintendo Games: Part One".Official Nintendo Magazine. Archived fromthe original on November 2, 2013. RetrievedDecember 5, 2013.
  41. ^Taruc, Nelson."Banjo Tooie Game Guide".GameSpot. Archived fromthe original on June 28, 2011. RetrievedFebruary 10, 2011.
  42. ^Hillier, Brenna (August 22, 2012)."Minecraft Xbox 360 Skin Pack 2 due August 24".VG247.Archived from the original on August 25, 2012. RetrievedAugust 14, 2013.
  43. ^Totilo, Stephen (August 3, 2015)."Rare Replay: The Kotaku Review".Kotaku.Archived from the original on August 5, 2015. RetrievedAugust 5, 2015.
  44. ^Doolan, Liam (November 21, 2023)."Switch Online Is Expanding The N64 Library With Rare's Jet Force Gemini".Nintendo Life. RetrievedNovember 22, 2023.

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