Jet Force Gemini

Last updated
Jet Force Gemini
Jet Force Gemini box.jpg
North American box art
Developer(s) Rare
Publisher(s) Rare
Director(s) Lee Schuneman
Paul Mountain
Producer(s) Chris Stamper
Designer(s) Martin Wakeley
Composer(s) Robin Beanland
Graeme Norgate
Alistair Lindsay
Platform(s) Nintendo 64
Release
  • NA: October 11, 1999
  • EU: October 29, 1999
  • JP: December 1, 1999
Genre(s) Third-person shooter, action-adventure, platformer
Mode(s) Single-player, multiplayer

Jet Force Gemini is a 1999 third-person shooter developed and published by Rare for the Nintendo 64 video game console. The game follows the story of three members of a galactic law enforcement team as they try to stop a horde of drones led by an insectoid called Mizar. It features a single-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 also includes a multiplayer mode where two to four players can compete in traditional deathmatch games.

Contents

Inspired by 80s arcade games and more recent titles of the time, such as Super Metroid and Super Mario 64 , Jet Force Gemini blends elements of both shoot 'em up and action-adventure games. Works such as Aliens , Stargate and Battle of the Planets were also 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 the Rare Replay video game compilation for Xbox One. The game was rereleased via the Nintendo Switch Online + Expansion Pack in 2023.

Gameplay

While in aiming mode, the player character is translucent and a crosshair is visible. Health and ammunition information is displayed on the left side of the screen. Jet Force Gemini screeny.jpg
While in aiming mode, the player character is translucent and a crosshair is visible. Health and ammunition information is displayed on the left side of the screen.

Jet Force Gemini is a third-person shooter with shoot 'em up and action-adventure elements, in which the player controls the player character from a third-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 using jet 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, a crosshair 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 3D platformer. [5]

In the game's single-player mode, the player must explore a galaxy that is composed of 15 nonlinear worlds. [6] Each world is composed of a series of stages 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 of health which decreases when attacked by enemies, health-recovery gems and ammunition crates can be collected throughout the world to increase the player's resources. Power-ups can also be found to expand the player's health and ammunition capacity. [7]

While progressing through the game, 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 through magma 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 a multiplayer mode where two to four players can compete in traditional deathmatch 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 also unlock racing mini-games that are played from an overhead 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 also features a no split-screen co-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

Jet Force Gemini revolves around the galactic law enforcement team Jet Force Gemini, composed of twin siblings Juno and Vela and their wardog 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 the insectoid Mizar, who has been capturing and enslaving the native Tribals on Goldwood. When their ship is boarded by several of Mizar's drones, 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

Jet Force Gemini was developed by Rare's Blast Corps team. [14] Work on the game began in 1997 with lead engineer Paul Mountain, who had previously worked on Diddy Kong Racing . [5] The inspirations of the game ranged from 80s arcade classics to more recent titles of the time. [5] The free-roaming nature of Nintendo's Super Mario 64 influenced the scale and the openness of some of the backgrounds and settings, while the collecting and upgrading of weapons were inspired by Super Metroid . [5] Mountain revealed that "the behaviour of the bad guys was a mixture of arcade space shooter formations and Quake-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 also borrowed elements from non-video game sources. Lead artist Lee Musgrave admitted, "There are elements of Star Wars in there, Aliens , Dune , Battle of the Planets , even Stargate – 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 as Mizar and Vela. [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 of first-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 enjoyed racing games and had also worked on Diddy 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 64 Expansion 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 its Rumble Pak compatibility and fixed later printings of the boxes. [19]

In May 1999, a playable demonstration of the game was presented at the Electronic Entertainment Expo in Los Angeles, California. [20] A more complete version of the game was showcased at Nintendo Spaceworld in Japan in August 1999, alongside Rare's Donkey Kong 64 and Perfect 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 of Jet Force Gemini was localized as Star 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] Although 4Kids Entertainment obtained the rights to merchandising Jet Force Gemini and Perfect Dark toys, movies, and other recreational products, the company did not produce any merchandise. [27]

Reception

Jet Force Gemini received generally positive reviews from critics. [28] Edge described it as "a straightforward blaster at heart", [24] while AllGame claimed that it "pays homage to 8- and 16-bit games with its emphasis on high-intensity action and level design that requires skill with the controller." [29] Writing for IGN , journalist Matt Casamassina remarked that, although Jet 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] while GameRevolution said that the game "goes for a more operatic feel than the generic video game techno." [31] Graphically, the game was highlighted for its "visually stunning" settings, "state-of-the-art" animations, and special lighting, [35] with Game Informer remarking that the game's "enormous" explosions help intensify the action. [30] Despite the praise, some critics observed occasional frame 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]

Although Jet Force Gemini was generally praised for its challenging artificial 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 the Nintendo 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 that Jet 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

After the release of Jet Force Gemini, work on a Game 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 by Bits 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 an isometric 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 game Perfect Dark. [40] Subsequent games developed by Rare have featured cameo appearances of Jet Force Gemini, including Kameo: Elements of Power , Viva Piñata: Trouble in Paradise , and Banjo-Tooie . [41] Players may also dress their character up as Juno, Vela, and Lupus in Minecraft: Xbox 360 Edition through the use of a downloadable content pack. [42] The game is included as part of the Rare Replay video game compilation for Xbox One, with support for dual-analog controls being added post-release. [43] The game was also re-released via the Nintendo Switch Online + Expansion Pack on November 30, 2023 in Japan, and on December 7, 2023 in western regions. [44]

Related Research Articles

<i>Donkey Kong 64</i> 1999 video game

Donkey Kong 64 is a 1999 platform game developed by Rare and published by Nintendo for the Nintendo 64. It is the only Donkey Kong game to feature 3D gameplay. As the gorilla Donkey Kong, the player explores themed levels to collect items and rescue his kidnapped family members from King K. Rool. The player completes minigames and puzzles as five playable Kong characters—each with their own special abilities—to receive bananas and other collectibles. In multiplayer modes, up to four players can compete in deathmatch and last man standing games.

<i>Bangai-O</i> 1999 video game

Bangai-O is a multidirectional shooter developed by Treasure and released in 1999 on the Nintendo 64 in Japan. It was ported to the Dreamcast worldwide shortly after with some gameplay changes and updated graphics and audio. The game places the player in control of a weaponized mech that can hover across large stages and fire at enemies all around them. The player must reach the end of each stage and defeat the boss, while avoiding hazards scattered across the map such as enemy mechs and gun turrets.

<i>GoldenEye 007</i> (1997 video game) 1997 first-person shooter video game

GoldenEye 007 is a 1997 first-person shooter video game developed by Rare and published by Nintendo for the Nintendo 64. It is based on the 1995 James Bond film GoldenEye, with the player controlling the secret agent James Bond to prevent a criminal syndicate from using a satellite weapon. They navigate a series of levels to complete objectives, such as recovering or destroying objects, while shooting enemies. In a multiplayer mode, up to four players compete in several deathmatch scenarios via split-screen.

<i>Perfect Dark</i> Nintendo 64 video game

Perfect Dark is a 2000 first-person shooter developed and published by Rare for the Nintendo 64. The first game of the Perfect Dark series, it follows Joanna Dark, an agent of the Carrington Institute research centre, as she attempts to stop an extraterrestrial conspiracy by rival corporation dataDyne. The game features a campaign mode where the player must complete a series of levels to progress through the story, as well as a range of multiplayer options, including a co-operative mode and traditional deathmatch settings with computer-controlled bots.

<i>Banjo-Kazooie</i> (video game) 1998 video game

Banjo-Kazooie is a 1998 platform game developed by Rare and published by Nintendo for the Nintendo 64. Controlling the player characters, the bear Banjo and the bird Kazooie, the player attempts to save Banjo's kidnapped sister Tooty from the witch Gruntilda. The player explores nine nonlinear worlds to gather items and progress. Using Banjo and Kazooie's traversal and combat abilities, they complete challenges such as solving puzzles, jumping over obstacles, and defeating bosses.

<i>Conkers Bad Fur Day</i> 2001 video game

Conker's Bad Fur Day is a 2001 platform game developed and published by Rare for the Nintendo 64. The game follows Conker, a greedy, hard-drinking red squirrel who must return home to his girlfriend after binge drinking. Most of the game requires the player to complete a linear sequence of challenges that involve jumping over obstacles, solving puzzles, and fighting enemies. A multiplayer mode in which up to four players can compete against each other in seven different game types is also included. It is the second installment in the Conker series, after Conker's Pocket Tales (1999).

<i>Star Fox Adventures</i> 2002 video game

Star Fox Adventures is a 2002 action-adventure game developed by Rare and published by Nintendo. The game had a long development cycle starting in 1997. Originally developed as Dinosaur Planet with Rare-created characters as the protagonists, Nintendo producer Shigeru Miyamoto convinced Rare to redesign the game as part of the Star Fox franchise. The game’s initial planned release on the Nintendo 64 was cancelled, with development ultimately shifting forward one hardware generation to the GameCube.

<i>Superman 64</i> 1999 action-adventure video game

Superman: The New Superman Adventures, commonly referred to as Superman 64, is an action-adventure video game developed and published by Titus Interactive for the Nintendo 64 and based on the television series Superman: The Animated Series. Released in North America on May 29, 1999, and in Europe on July 23, it is the first 3D Superman game.

<i>Banjo-Kazooie: Gruntys Revenge</i> 2003 platform game for Game Boy Advance

Banjo-Kazooie: Grunty's Revenge is a 2003 platform game developed by Rare for Nintendo's Game Boy Advance (GBA). It is the third instalment in the Banjo-Kazooie series and takes place between the events of the Nintendo 64 (N64) games Banjo-Kazooie (1998) and Banjo-Tooie (2000). In Grunty's Revenge, the evil witch Gruntilda travels back in time to prevent the events of Banjo-Kazooie from happening, and the bear Banjo and his bird friend Kazooie set out to stop her. Grunty's Revenge retains the focus on collecting items and most of the other game mechanics from its predecessors, but is presented in 2D rather than 3D. Aside from the main game, players can also access minigames such as fishing and target shooting.

<i>Turok: Rage Wars</i> 1999 video game

Turok: Rage Wars is a first-person shooter video game developed by Acclaim Studios Austin and published by Acclaim Entertainment. It was released for the Nintendo 64 video game console in 1999. Rage Wars is a game in the Turok video game series, with a heavy emphasis on multiplayer. It supports a maximum of four players simultaneously via split-screen. The game also supports the Nintendo 64 Expansion Pak for high-resolution graphics, but does not require it. A separate game, also titled Turok: Rage Wars, which is set in the same universe but features a different gameplay and storyline, was released for the Game Boy Color in 1999.

<i>Kirby 64: The Crystal Shards</i> 2000 platform video game by Nintendo

Kirby 64: The Crystal Shards is a 2000 platform game developed by HAL Laboratory and published by Nintendo for the Nintendo 64 (N64). It is the first Kirby game to feature 3D computer graphics and follows Kirby as he attempts to reassemble a sacred crystal shattered by Dark Matter. Gameplay is viewed from a 2.5D perspective and is similar to previous Kirby titles; the player traverses levels and obtains powers by eating enemies. Kirby 64 introduces Power Combos, the ability to mix powers to create more powerful ones. In a multiplayer mode, up to four players can compete in three minigames.

<i>Mario Golf</i> (video game) 1999 video game

Mario Golf is a 1999 sports game developed by Camelot Software Planning and published by Nintendo for the Nintendo 64. Mario, his friends, and his enemies play golf on a variety of Mario-themed courses. Following NES Open Tournament Golf, it is the second game in the Mario Golf series. Camelot also developed a Game Boy Color version, which adds role-playing elements.

<i>Mickeys Speedway USA</i> 2000 racing video game

Mickey's Speedway USA is a kart racing game developed by Rare and published by Nintendo for the Nintendo 64 and Game Boy Color. It features characters from the Mickey Mouse universe racing across the United States. It is Rare and Nintendo's second collaboration with Disney Interactive following Mickey's Racing Adventure (1999) and Rare's second kart racing game after Diddy Kong Racing (1997).

<i>South Park</i> (video game) 1998 video game

South Park is a first-person shooter video game based on the American animated sitcom of the same name. The game was developed by Iguana Entertainment, using a modified version of the engine used in the Acclaim Entertainment-published Turok 2: Seeds of Evil; both games shared the same publisher and were released for the Nintendo 64 in 1998 in North America, and for Microsoft Windows in 1999. South Park was released in Europe and ported to the PlayStation in the latter year to coincide with the film South Park: Bigger, Longer & Uncut.

<i>Armorines: Project S.W.A.R.M.</i> 1999 video game

Armorines: Project S.W.A.R.M., known as Armorines in Europe, is a 1999 first-person shooter developed by Acclaim Studios London and released for the Nintendo 64, Game Boy Color and PlayStation. It is based on the Armorines comic book from Valiant Comics, which was bought by Acclaim Entertainment.

<i>Magical Tetris Challenge</i> 1998 video game

Magical Tetris Challenge is a 1998 puzzle video game by Capcom for the arcade, Nintendo 64, Game Boy Color, and PlayStation. It is a version of Tetris featuring Disney characters. It is one of the few Nintendo 64 games to be entirely in 2D, in addition to being Capcom's first game for the console.

<i>Perfect Dark</i> (Game Boy Color video game) Game Boy Color video game

Perfect Dark is a 2000 action game developed and published by Rare for the Game Boy Color. As a direct prequel to its Nintendo 64 counterpart, the game follows agent Joanna Dark as she completes her training at the Carrington Institute research centre and uncovers information against rival corporation dataDyne. The gameplay revolves around shooting opponents and completing objectives such as rescuing hostages or recovering items. The game also includes a multiplayer mode where two players may compete against each other in several deathmatch modes.

<i>Sin and Punishment</i> 2000 video game

Sin and Punishment is a rail shooter video game co-developed by Treasure and Nintendo for the Nintendo 64, and released in Japan in 2000. Its story takes place in the near future of 2007 when war breaks out as humanity is struggling with a global famine. The player takes on the roles of Saki and Airan as they fight to save Earth from destruction. The game employs a unique scheme that uses both the D-pad and control stick on the Nintendo 64 controller, allowing players to maneuver the character while simultaneously aiming the targeting reticle. To progress the game, the player must shoot at enemies and projectiles while dodging attacks to survive.

<i>Banjo-Pilot</i> 2005 kart racing video game for the Game Boy Advance

Banjo-Pilot is a 2005 kart racing video game for the Game Boy Advance (GBA) and the fourth instalment in Rare's Banjo-Kazooie series. It plays similarly to the Mario Kart series by Nintendo: the player races one of nine playable characters around tracks, attacking other racers with bullets and collecting power-ups. The game features a number of single-player and multiplayer modes, such as time attack and item hunts. Unlike other kart racing games, characters control airplanes instead of go-karts.

<i>Killer Instinct Gold</i> 1996 video game

Killer Instinct Gold is a fighting game based on the arcade game Killer Instinct 2. The game was developed by Rare and released by Nintendo for the Nintendo 64. Players control characters who fight on a 2D plane set against a 3D background. Players press buttons to punch and kick their opponent in chains of successive hits, known as combos. Large combo successions lead to stronger attacks and brutal, stylistic finisher moves underscored by an announcer. Characters—including a gargoyle, a ninja, and a femme fatale—fight in settings such as a jungle and a spaceship. Killer Instinct Gold includes the arcade release's characters, combos, and 3D, pre-rendered environments, but excludes its full-motion video sequences and some voice-overs due to restrictions of the cartridge media format. The Gold release adds a training mode, camera views, and improved audiovisuals.

References

  1. 1 2 3 4 5 Taruc, Nelson (October 12, 1999). "Jet Force Gemini Review". GameSpot . Archived from the original on June 28, 2003. Retrieved March 1, 2011.
  2. 1 2 "Jet Force Gemini". IGN . September 22, 1999. Archived from the original on July 13, 2011. Retrieved February 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. 1 2 3 4 5 6 7 8 9 10 McFerran, Damien (June 3, 2010). "Feature: The Making of Jet Force Gemini - Part One". Nintendo Life . Archived from the original on July 14, 2011. Retrieved February 8, 2011.
  6. 1 2 "Mission Flight Plan". Jet Force Gemini Official Nintendo Player's Guide. Nintendo of America. 1999. pp. 12–14. ASIN   B000G8L1AE.
  7. 1 2 "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 from the original on June 25, 2012. Retrieved February 7, 2013.
  9. 1 2 3 4 5 6 7 8 9 10 Casamassina, Matt (October 8, 1999). "Jet Force Gemini". IGN . Archived from the original on October 8, 2008. Retrieved March 1, 2011.
  10. 1 2 "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 from the original on July 13, 2011. Retrieved March 2, 2011.
  15. "The Tepid Seat - The Jet Force Gemini Team". Rareware . Archived from the original on August 18, 2000.
  16. "Jet Force Gemini". N64 Magazine . No. 31. Future Publishing. August 1999. pp. 64–67.
  17. 1 2 3 McFerran, Damien (June 3, 2010). "Feature: The Making of Jet Force Gemini - Part Two". Nintendo Life . Archived from the original on July 14, 2011. Retrieved February 8, 2011.
  18. "Rare Undecided About 4MBs". IGN . April 4, 1999. Archived from the original on March 16, 2012. Retrieved February 8, 2011.
  19. "Nintendo Fixes JFG Box". IGN . October 12, 1999. Archived from the original on March 16, 2012. Retrieved February 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. Retrieved February 19, 2017.
  22. "Jet Force Gemini Delayed". IGN . June 18, 1999. Archived from the original on March 16, 2012. Retrieved February 8, 2011.
  23. "October Gemini". IGN . August 9, 1999. Archived from the original on March 16, 2012. Retrieved February 8, 2011.
  24. 1 2 3 4 5 "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. Retrieved March 26, 2023.
  26. "Star Twins: News From Japan". IGN . October 15, 1999. Archived from the original on March 16, 2012. Retrieved February 8, 2011.
  27. "Rare Toys". IGN . January 24, 2000. Archived from the original on March 16, 2012. Retrieved February 8, 2011.
  28. 1 2 "Jet Force Gemini". Metacritic . Archived from the original on October 23, 2012. Retrieved November 28, 2010.
  29. 1 2 3 McCall, Scott. "Jet Force Gemini - Review". AllGame . Archived from the original on November 13, 2014. Retrieved November 20, 2013.
  30. 1 2 3 4 "Jet Force Gemini". Game Informer . October 1, 1999. Archived from the original on June 4, 2000. Retrieved March 1, 2011.
  31. 1 2 3 4 5 6 Liu, Johnny (November 1, 1999). "Jet Force Gemini Review". GameRevolution . Archived from the original on July 17, 2012. Retrieved February 7, 2013.
  32. 1 2 3 4 Kitts, Martin (November 1999). "Jet Force Gemini". N64 Magazine . No. 34. Future Publishing. pp. 50–57.
  33. 1 2 Young, Jeffrey Adam (November 1999). "Jet Force Gemini". Next Generation . No. 59. Imagine Media. p. 116.
  34. 1 2 Green, Andy (August 24, 2013). "Review: Jet Force Gemini". Nintendo Life . Archived from the original on October 31, 2013. Retrieved November 20, 2013.
  35. 1 2 "Jet Force Gemini". Nintendo Power . No. 125. Nintendo of America. October 1999. p. 120.
  36. 1 2 Bottorff, James (November 6, 1999). "Poor controls shoot down Jet Force Gemini". The Cincinnati Enquirer . Archived from the original on January 1, 2006. Retrieved January 1, 2006.
  37. 1 2 3 Lada, 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. Retrieved November 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. Retrieved November 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. Retrieved March 1, 2011.
  40. East, Tom (February 17, 2009). "Nintendo Feature: 100 Best Nintendo Games: Part One". Official Nintendo Magazine . Archived from the original on November 2, 2013. Retrieved December 5, 2013.
  41. Taruc, Nelson. "Banjo Tooie Game Guide". GameSpot . Archived from the original on June 28, 2011. Retrieved February 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. Retrieved August 14, 2013.
  43. Totilo, Stephen (August 3, 2015). "Rare Replay: The Kotaku Review". Kotaku . Archived from the original on August 5, 2015. Retrieved August 5, 2015.
  44. Doolan, Liam (November 21, 2023). "Switch Online Is Expanding The N64 Library With Rare's Jet Force Gemini". Nintendo Life. Retrieved November 22, 2023.