The gameplay is similar to other first-person games, viewing from the perspective of protagonist Todd Snap as he moves automatically on a rail.
The objective of the game is to take pictures of Pokémon with an in-game camera, using items such as apples and "pester balls" to achieve better shots.
It was met with a mostly positive reception by critics, described as "addictive" by IGN and Boys' Life, and "innovative" by Electric Playground.
Using a motorized, amphibious buggy named the Zero-One, Todd explores the island and takes photographs of the wide variety of Pokémon that inhabit its environments.
Players start out with only a camera, but as they progress, Professor Oak will provide them with a number of special accessories used to obtain better photographs.
The game features seven levels: Beach, Tunnel, Volcano, River, Cave, Valley, and the special course "Rainbow Cloud".
Levels must be replayed after acquiring new accessories in order to locate hidden Pokémon, alternate routes, or photographic opportunities that yield the best scores.
On 1 April 1997, an anime TV series debuted, turning the franchise into a national phenomenon that was later successfully exported to the rest of the world.
Masanobu Yamamoto, one of the character designers, initially had a negative reaction to the switch, since it meant that a lot of work he had put into the project had to be scrapped.
[15] After turning the project into a Pokémon game, the title initially continued to be developed with support for the 64DD, an accessory for the Nintendo 64 that used magnetic disk cartridges with a bigger storage capacity, and which featured an internet modem and internal clock.
The device made its first public appearance at Shoshinkai 1996,[16] but after numerous delays, it eventually received a limited, Japan-only release on 1 December 1999, with only a handful of games.
[18] A similar deal was formed with Blockbuster, which exclusively printed stickers from players' copies of Pokémon Snap in the United States.
[19] They hosted a contest called "Take Your Best Shot", where the player who produces the best picture from Pokémon Snap to Nintendo would win a trip to Australia.
[33] By the end of 1999, Pokémon Snap was the sixth best-selling video game in the United States, having sold in excess of 1.5 million copies.
[46] Ars Technica editor Frank Caron commented that Pokémon Snap had become a "fan favorite", while author Marina D'Amato called it "famous".
[23][47] Author Amit Dhir called it one of the most popular video games of 1999, alongside Gran Turismo and Final Fantasy VIII.
[42] IGN editors Mark Bozon and Casamassina commented on Pokémon Snap's likelihood of becoming a Virtual Console title; the former called it a "cult classic" as well as a "fresh and entertaining little package".
While Casamassina again criticized the lack of Pokémon and length, he noted that a Virtual Console re-release would be appropriate, due to it being "simple and quick".
[38] Japanese gaming magazine, Famitsu, praised it for its "sense of peace", as well as its reproduction of "the feel of a safari or a theme park.
"[53] The Detroit Free Press editor Mike Floyd commented that while it has a "lot of initial flash", it "lacks depth to make it a great title".
[55] The Denver Post editor David Thomas commented that the concept of Pokémon Snap should have "never worked", but it turned out to be "one of the most creative and entertaining games on the market".
[69] Author Shanna Compton used Pokémon Snap as an example of a video game that required players to produce photographs for judges to determine their quality.
Nintendo Life editor Marcel Van Duyn praised it as a "fun and a relaxing break from the other Pokémon titles", but criticized it as "super short".
[75] RPGamer editor Anna Marie Neufeld criticized it for having "zero replayability" and "if nothing else, a good way to waste an afternoon or evening with the Wii.
[80] In their Pokémon Snap retrospective, Game, Set, Watch editor Danny Cowan commented that it was a "turnoff for fans", calling how overlooked it was "tragic".
The podcast discussed briefly the prospects of a Pokémon Snap sequel, feeling that the Nintendo 3DS' gyroscope and augmented reality cards could be used, citing Steel Diver for its use of the former feature.
They commented that none of the past Pokémon games "have managed to make the little critters seem as alive as Pokemon Snap did", and praised the 3D modeling, calling it "glorious".