Pokémon Snap

Released in North America on June 30, 1999 for the Nintendo 64 by Nintendo, and developed by HAL Laboratory and Pax Softnica, Pokémon Snap is literally a game about taking pictures of Pokémon.

I am not a Pokémon fan. The Pocket Monster phenomenon came in the late 90's, when I was just a bit too old for it, and subsequently, I've never been able to get into it. However, Pokémon Snap has always piqued my interest for the sheer absurdity of its premise. Pokémon Snap goes against the general gameplay grain of the rest of the Pokémon series. Instead of literally trying to "catch them all," you're figuratively trying to catch them all...on film. It's a "picture-taking game," a genre this game essentially invents. As weird as it is, Pokémon Snap didn't quite pique my interest enough to get me into a store when it was released in 1999. However, I've acquired a copy since then and played through to the end credits. Is Pokémon Snap of any interest to a Pokémon non-fan?
Hey, if anything, the Yoshi's Island-esque menu is fun.

The gameplay here really is as simple as it sounds. A professor asks you to venture into a Pokémon-filled island. For research purposes, he wants you to get a picture of each of the island's 63 Pokémon. He also eventually tasks you to photograph six hidden signs, one found in each of the game's simple, yet visually clean and attractive levels. Photograph all six, and you gain access to a final, seventh level. That's pretty much it. Of course, this being Nintendo and all, there's a lot of nuance within that simple framework.
Nothing says "nuance" like a surfing Pikachu.

For starters, these Pokémon, whose 3D models look great, aren't all just sitting around waiting to have their picture taken. Some of them are hiding out of sight, or within a visible Pokémon who must be made to transform. Also, because some Pokémon are dangerous, you must travel through each level on a track, in a special, protective vehicle. Movement is on rails (with a framerate that barely hiccups), as there's no way to stop, making it a little tricky to snap Pokémon who only appear for a matter of seconds. Thankfully, the more pictures of Pokémon you return to the professor, the more tools you're given to make "catching" difficult Pokémon easier.
You're gonna have to throw something at this guy just to get him to wake up. Or if he's like my grandpa was, just turn off the Yankees game.

These include fruit that some of the Pokémon like to eat and "pester balls," which scare some Pokémon and irritate others. These items have unlimited stock once you unlock them (unlike your camera film, which is limited to 60 shots a level try), and are thrown from the game's first person perspective. Pokémon Snap's genius comes in the way it awards experimentation. Each level contains a multitude of situations where taking a photo or using an item on a particular Pokémon might trigger an entirely new series of scripted events within that particular level.
Or you could just be a jerk and hit this (Pinkguy?) in the eye with an apple.

For example, a moment in the game's volcano level features two different kind of Pokémon standing a few feet from one another. Throw a fruit between the two of them, and they'll begin to fight over it...resulting in one of the two transforming into an entirely different Pokémon. Once you snap a shot of the new Pokémon species, it apparently begins to follow you through the rest of the stage. Near the end, just for a moment, it walks right in front of a pit of lava. Throw a pester ball at it and knock into into the lava pit, and it evolves into yet another type of Pokémon--this time the mighty Charizard.
Yep...I don't know anything about Pokémon. Good thing their names are in the game. Otherwise, I'd have said, "It turns into the 'mighty, fire-breather thingy'."

The experimentation extends to unlocking new levels, as well. Pokémon Snap begins with only one accessible level. A few of the others are unlocked by simply photographing enough Pokémon. However, the rest are unlocked by triggering events within already unlocked levels, i.e., throwing a pester ball at a distant, explosive Pokémon who just happens to be standing next to a cracked cave wall.
Hey, look, it's...fire horse dude.

Thankfully, though each level is packed with stuff to do, travelling from the start to end in each only takes about three or four minutes.. This encourages replays, as noticing you've missed something near the end of a level just means you can go right back, try again, and get to that point quickly. Once levels are unlocked, you can visit them at any time (and quit or reset a level whenever you choose). Of course, this also means Pokémon Snap is pretty short...
Like little turtle man thing...Turtsler? Shellyboy? Whatever it is, I love this level, which reminds me of a desert canyon I actually did visit in 1999.

If you knew everything you needed to do, you could beat Pokémon Snap in an hour. Figuring out and doing everything the first time might take you from five to ten hours, maximum. Overall, the game is also pretty easy. Thankfully, though, there is one element that might keep you coming back for more. 
This creepy child! Just kidding, but seriously, the only visually unattractive element in this game is your goofy-eyed protagonist here.

Each picture you take is graded and given points by the professor. Get a distant, badly framed photo of a Pokémon, and you'll barely get any points. Get a perfectly centered, close-up snap, and you're awarded many. Trigger a special event and get a photo of it, and you'll get a ton of points. For example, the "cave level" features several moments where little fluffy Jigglypuff's are being chased by another Pokémon. Bop the chasing Pokémon, and the Jigglypuffs escape. If you rescue all three, they'll serenade you with a special song near the end of the level. Get a perfect photo of the performance, and you'll receive an avalanche of points.
Taken right before I started pelting them with fruit.

Once you've photographed all of Pokémon Snap's secret signs, you'll reach the end credits. Find and photograph all 63 of the game's Pokémon, and you'll reach an even better end credits, after which the professor gives you a point challenge. Now, when you play each level, you can try to beat the score for each level's point challenge. Topping these totals is quite difficult...though you'll get nothing for topping them but pride. However, you will get to hear the game's enjoyable music and cute, charming  Pokémon noises to your heart's content.
I can just imagine the noises these little Shellsters are making by looking at them. Wait, is that right? Did I get their name right?!

Overall, Pokémon Snap is a unique, charming, and fun, yet very short game. I wish it offered a few more stages, which I feel would stretch out the gameplay time considerably. Still, for as short as it is, Pokémon Snap, is not to be missed...even by non Pokémon fans. If you're a fan of the Nintendo 64 aesthetic and vibe in general, it's time to get snapping.
These deranged, dancing Pikachus forced me to say that.


8.0
Graphics
The Pokémon look great, the levels are pleasing to the eye, and for the most part, the game runs smoothly.
8.0
Music and Sound
Engaging, fun music that fits each individual level or menu screen.
8.5
Gameplay
Unique, fun, and addictive gameplay for anyone.
5.0
Lasting Value
Short. A few hours and you're done. Fun enough to warrant a few extra plays, but still unfortunately short.


7.8 FINAL SCORE

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