Current version:Nintendo 64
WCW-nWo Revenge

WCW-nWo Revenge

WCW-nWo Revenge is a Nintendo 64 sports game released in 1998 developed by AKI Corporation. It centers on sport controls, shifts between attack and defense, and score or tournament goals, with controls, information, and pacing arranged around the analog stick, directional pad, A/B buttons, C buttons, and Z trigger.

AI score · out of 10
7.9 / 10
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About this game

WCW-nWo Revenge is a Nintendo 64 sports game centered on sport controls, shifts between attack and defense, and score or tournament goals. Matches, challenges, and tournament goals give sessions clear boundaries, with progress divided into stages, tasks, matches, or growth milestones that make its immediate goals understandable. Its value depends on whether these rules continue to create judgment and room for mastery rather than on length, sales, or series recognition. Short campaigns are judged by repeat-challenge value, while longer ones are judged by variety, pacing, and recovery after failure. Players, venues, motion recognition, and score feedback establish the match atmosphere, while 3D scenes, fog, textures, and cartridge audio need to preserve target readability within limited memory and television output. The genre-specific limitation is that opponent ai, control precision, motion recognition, and period-specific rosters can affect consistency. Platform conditions also include camera control, stick precision, Controller Pak saves, Rumble Pak support, Expansion Pak requirements, and four-player setup can affect original-hardware use. This description covers only this platform release and does not import features from other editions.

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Nintendo 64

AI review

AI reviews are subjective assessments, not player ratings. See each review for its evidence and limitations.Published date:

7.9 / 10Nintendo 64

A rewarding grapple system and deep roster keep multiplayer wrestling lively.

Revenge makes learning wrestling moves immediately worthwhile: weak and strong grapples, directional combinations and Spirit-meter finishers have clear execution paths, then become lively exchanges when friends share the ring. A roster exceeding sixty characters, championship belts and hidden wrestlers give solo practice concrete goals, while the forty-person rotating battle royal continually changes opponents. Recognisable venues, wrestler faces and full entrances preserve the programme's character, although generic music and effects, absent commentary, clipping and slow entrances leave the presentation less polished than the bouts. Costume editing offers different outfits and colours rather than complete character creation, and championship gauntlets are not a narrative career. It is especially rewarding for wrestling fans who study moves and regularly compete with friends, with more limited appeal for players seeking comprehensive broadcast packaging or career development.

Strengths

  • Weak/strong grapples and Spirit finishers support rewarding multiplayer.
  • The large roster, belts and hidden wrestlers give repeat matches clear goals.

Weaknesses

  • Generic audio, absent commentary, clipping and slow entrances reduce polish; editing is limited.

Who it is for: Wrestling fans who learn moves and regularly share the ring with friends.

Play notes: Costume editing is not full wrestler creation, and championship gauntlets are not a narrative career mode.

View scoring basis
DimensionReview stateScoreWeight
Dimension

A broad roster, belts and battle royals sustain repeat play, while costume editing and solo progression remain limited.

Reviewed8.0 / 10Not provided
Dimension

Clear weak/strong grapples and timed finishers reward learning, especially in interactive multiplayer bouts.

Reviewed8.4 / 10Not provided
Dimension

Recognisable wrestlers and venues capture the show, but generic audio and clipping diminish its broadcast atmosphere.

Reviewed6.6 / 10Not provided
Dimension

Straightforward move inputs make bouts comfortable, with sluggish entrances and clipping adding minor presentation friction.

Reviewed8.0 / 10Not provided

Review sources

Not provided

Core information

Developer
Asmik AceAKI
Publisher
THQ
Release date
1998
Platforms
Nintendo 64
Content kind
Game
Release state
Released
Region
Worldwide
Official website
Not provided
Offline minimum players
Not provided
Offline maximum players
Not provided
Online minimum players
Not provided
Online maximum players
Not provided
Tags
3D GraphicsSolo-friendlyFast-pacedShort SessionsMain Story Under 10 HoursSports-based PlayPlayer versus PlayerPick-up and PlayLow Entry BarrierReplayable
Supported game languages
Not provided
Requires base game
Not provided
Standalone
Not provided
Age ratings
Not provided
Play modes
Single player
Perspectives
Third person

Release editions

Sources

Not provided