Also known as the one in which Persona 4: Golden gets a Steam release! That is clearly the best piece of gaming news the medium this month, so if you were curious to check out the game after reading my 18,000-word review, that’s the place to get it.
Even one year into the lifespan of the Super Famicom – known as the Super Nintendo Entertainment System (SNES) abroad – Mega Man 4 became a bestselling game for Nintendo’s aging Famicom (NES) console. The game Capcom executives originally saw little potential in had a presence on the console only Nintendo’s own characters could rival, and it wasn’t going to stop there. Continuing the momentum from the previous games, artist Keiji Inafune helmed a new project that would see the creation of the series’ fifth installment. Having established a formula by this point, development proceeded uneventfully.
The game was released domestically in December of 1992 for the Famicom under the name Rockman 5: Blues’s Trap!? – Blues being the Japanese name for the character Western players knew as Proto Man. It surfaced in the United States shortly afterwards before being released in Europe months later. In those regions, Capcom’s American branch once again excised the subtitle, renaming it Mega Man 5. With four predecessors boasting highly similar gameplay, does Mega Man 5 bring anything meaningful to the table?
Bringing the familiar, side-scrolling gameplay back to the console scene after a nineteen-year sabbatical, New Super Mario Bros. Wii proved a tremendous hit upon its 2009 release. The new, four-player gameplay was especially well-received, finally allowing series creator Shigeru Miyamoto to implement an idea he had conceived as early as the 1980s. In response to this development, Nintendo was inspired to make sequels. The first of which was New Super Mario Bros. 2. Released in 2012 for the 3DS, it sold itself as a sequel to the original New Super Mario Bros. It was a commercial success, though detractors accused Nintendo of resting their laurels due to the sheer amount of recycled assets.
However, another sequel was being developed at the same time for the Wii’s successor: the Wii U. It didn’t exactly start out this way; the game had the tentative title New Super Mario Bros. Mii, which would allow players to use custom-made avatars in addition to the famous plumber. It was featured at the Electronic Entertainment Expo (E3) of 2011 in a series of technical demonstrations showcasing the Wii U’s capabilities. After its warm reception, Mr. Miyamoto announced that the game would be released as a launch title alongside the Wii U under the name New Super Mario Bros. U. And so, later in the same year as the release of New Super Mario Bros. 2, the Wii U was launched. New Super Mario Bros. U was well-received, with many critics believing it to a step in the right direction compared to its direct predecessor. As the fourth entry in the New Super Mario Bros. subseries, does New Super Mario Bros. U successfully recapture the essence of the franchise’s pioneering side-scrolling installments?
Even after the Dreamcast was discontinued in 2001, few predicted that Sega would, in the very same year, proceed to have one of their games ported to a Nintendo console. Such a reality came to pass when the GameCube launched. The console’s debut signified the true end of an era when Super Monkey Ball, a port of Sega’s arcade game Monkey Ball, was among its launch titles. To the surprise of creator Toshihiro Nagoshi and Amusement Vision, Super Monkey Ball became a sleeper hit amongst the Nintendo GameCube’s launch titles in North America. If Sega porting a game for a Nintendo console only for it to become a tremendous hit was a sign of the changing times, what happened shortly thereafter drove the point home even more.
Sonic and Mario had clashed numerous times throughout the fourth and fifth console generation. Halfway through the 1990s, the rivalry between the two characters became the stuff of legends. And just like that, the final mainline release in Sega’s long-running Sonic the Hedgehog series to debut on one of their consoles, Sonic Adventure 2, found itself ported to the Nintendo GameCube as though nothing happened. For those who had grown up with Nintendo consoles, this port, named Sonic Adventure 2 Battle, was likely their first exposure to Mario’s most famous rival alongside Sonic Advance, which was released the very same day for the Game Boy Advance. The gaming landscape had permanently changed, and even those not very versed in the medium knew it.
With Super Monkey Ball being one of the GameCube’s most popular launch titles, it was only natural that Mr. Nagoshi and Amusement Vision would be inspired to create a sequel. Taking their simple concept out for another spin, Mr. Nagoshi and his team created Super Monkey Ball 2, releasing it in 2002. To appeal to the series’ newfound fanbase abroad, it was first released in North America in August of that year before debuting domestically the following November. Like its predecessor, the game was well-received, garnering dedicated fans who continue to praise it to this day. As one of Sega’s first games specifically created for another company’s console, did Super Monkey Ball 2 successfully continue its creator’s momentum?
Yup, that’s right; I’ve been critiquing games for six years by this point. In a normal post, this is where I’d wonder where time went, but it honestly feels like it has been a long time. Hope all of you are continuing to do well in the face of the pandemic.
Nintendo’s successor to the Game Boy Advance, the DS, proved to be a tremendous hit when it launched in 2004. It revolutionized the medium by introducing touch controls. Nintendo’s effort was not without precedent, but they were arguably the first to implement them competently. By the end of its lifespan, the DS sold more than 150-million units worldwide. Even with Sony, which had dominated the console market after launching their PlayStation product line, Nintendo continued to rule the handheld scene. As the decade came to a close, people began to speculate as to how Nintendo could follow up the DS. The press wouldn’t have to wait long before Nintendo officially announced their newest handheld system: the 3DS. This console would be capable of displaying stereoscopic three-dimensional effects without the need for special glasses or any other accessory.
Naturally, as Nintendo had created some of the longest-running, beloved franchises in the medium’s history, fans eagerly anticipated new entries to debut on the console. The release of Super Mario 64 in 1996 caused a minor divide among fans. While highly regarded, certain fans longed for Nintendo to create another side-scrolling installment. For those who wanted the series to revisit its roots had their wishes granted in the form of New Super Mario Bros., which was released on the DS. Those who hoped for these kinds of games to return to consoles were similarly delighted in 2009 when New Super Mario Bros. Wii was released for the eponymous console.
With the release of the 3DS, both factions were pleased when Shigeru Miyamoto revealed two Mario games in development for the 3DS. One, taking advantage of the new technology, would be in three dimensions while the other was to retain the sidescrolling gameplay of the New Super Mario Bros. subseries. The former saw its release in 2011 – the same year as the 3DS’s launch – under the name Super Mario 3D Land. Shortly thereafter, the president of Nintendo at the time, Satoru Iwata, formally announced this sidescrolling installment’s name: New Super Mario Bros. 2. The game was released worldwide in the summer of 2012 whereupon it became the first retail 3DS title to make itself available as a digital download. The game was fairly well-received, though it didn’t seem to generate as much enthusiasm as its two predecessors. As the third game in the subseries, does New Super Mario Bros. 2 bring anything new to the table?
In 1989, a man named Toshihiro Nagoshi graduated from Tokyo Zokei University, earning a degree in film production. Shortly thereafter, he joined Sega, a game developer that recently made a name for itself in the arcade scene and the budding console market when they released the Mega Drive – renamed the Genesis in North America. When the developer conceived its mascot in the form of Sonic the Hedgehog, whose debut game launched in 1991, they suddenly became a force capable of challenging Nintendo. Mr. Nagoshi was first assigned to the company’s second arcade department (AM2). Under the wing of Yu Suzuki, he was a CG designer for the 1992 arcade hit Virtua Racing – one of the first games of its kind to utilize three-dimensional polygons. He then used this knowledge to direct, produce, and design a game of his own in 1998: Daytona USA 2.
In 2000, Sega had separated their nine research and development departments from the parent company. They were established as semi-autonomous subsidiaries with a president acting as a studio head. Mr. Nagoshi found himself in charge of one of them; the subsidiary’s name was Amusement Vision. Their first two projects saw the creation of Planet Harriers and SlashOut. The former was a 3D rail shooter and the latter a fantasy-themed beat ‘em up. Their first console project saw them revamp the original Daytona USA alongside Genki for the Sega Dreamcast – the successor of the Sega Saturn.
Despite this success, Mr. Nagoshi felt he was bad at actually playing games. Therefore, his next project would be one that new players could instantly understand and play. Specifically, he wanted to make a game involving rolling a sphere through a maze. This was to provide a contrast to the increasingly complex titles dominating Japanese arcades at the time. Although they quickly conceived a physics engine, he felt the idea of guiding plain spheres to be visually unappealing. Worse, without any distinguishing features, it would be difficult for the player to gauge their avatar’s movements. Therefore, Mr. Nagoshi decided to place monkey characters inside the spheres, using concept art from designer Mika Kojima. The game, entitled Monkey Ball, debuted at the 2001 Amusement Operator Union trade show before formally hitting arcades in June of that year.
Despite its arcade design sensibilities, Monkey Ball provided gameplay that would make for an ideal console port. However, there was just one problem with such a proposition. Although it was well-received and is thought of as a great console for its time, the Dreamcast’s run ended up being short-lived. Isao Okawa had replaced Shoichiro Irimajiri as Sega’s president in 2000. Unlike his predecessor, he had advised Sega to leave the console business to focus entirely on software. Combined with a lack of third-party support, the enormous success of Sony’s PlayStation 2 console, and Sega’s damaged reputation as a result of previous failed attempts to launch new hardware such as the Sega 32X and the Sega Saturn, March of 2001 marked the end of an era when the Dreamcast was discontinued. With Sega officially having left the console race, they were now a “platform-agnostic” third-party publisher. Mr. Nagoshi still intended to create a console port for Monkey Ball, and the parent company had chosen the ideal platform for its debut.
The creation of Sonic the Hedgehog sparked the medium’s first true console rivalry between the Super Nintendo Entertainment System (SNES) and the Sega Genesis. Due to their fairly high price points, most kids would only own one of these consoles. This meant you were either a Nintendo kid or a Sega kid. In schools, it wasn’t unheard of for gangs to form based on which console they owned. All of that came to an abrupt and shocking end in 2001 when, in the very same year as the Dreamcast’s discontinuation, a game published by Sega would be among the Nintendo GameCube’s launch titles.
Unlike Sony’s PlayStation 2 or Microsoft’s inaugural console, the Xbox, the Nintendo GameCube sought to draw in a younger audience, meaning that Monkey Ball would fit right in. Mr. Nagoshi even commented that the Amusement Vision staff felt more comfortable with the GameCube hardware than they did Sega’s own. He also joked that Nintendo was the only console manufacturer his staff members didn’t hate.
Sega assured fans that the port would be created in time for the GameCube’s launch. A little over a month later, the team modified their game to run on the GameCube’s hardware. They spent additional time to conceive bonus features, enhance the graphics, and even introduce a fourth character. As promised, this port, named Super Monkey Ball, was released alongside the Nintendo GameCube itself in 2001. The game proved to be a commercial success, though to Mr. Nagoshi’s surprise, it fared better in the United States than it did domestically. There, it became one of Sega’s bestselling titles in 2002. Many journalists even went as far as considering it the highlight of the GameCube’s launch titles. As the very first game Sega ever published for a Nintendo console, were they able to begin their new life as a third-party developer on the right foot?
Upon its 2006 release, New Super Mario Bros. became the first entry in Nintendo’s Mario series since Super Mario Land 2 to send the title character on a side-scrolling adventure. Although some critics had their reservations about the game’s lack of innovation, it was well-received. After innovating with three-dimensional gameplay, New Super Mario Bros. saw the series revisit its roots to capture the spirit of a bygone era. It became an instant hit, going down in history as the single best-selling Nintendo DS game with over thirty-million copies moved worldwide.
Later in the same year, Nintendo launched their Wii console. Touting itself as the first console to extensively utilize motion controls, the anticipation for the Wii’s debut surpassed even that of the more technically advanced Xbox 360 and PlayStation 3. It wouldn’t take long for Mario to make his debut on the platform in the form of Super Mario Galaxy. After the somewhat divisive Super Mario Sunshine, Super Mario Galaxy was considered the follow-up to Super Mario 64 fans had wanted for years. However, unlike the previous three consoles, Mario wasn’t going to be limited to a single adventure this time.
Series creator Shigeru Miyamoto would help oversee the development of a sequel to New Super Mario Bros. Although he thought highly of the original game, in retrospect, he felt it wasn’t especially challenging. With this new project, he wanted something that could both challenge experienced gamers and draw in newcomers. Entitled New Super Mario Bros. Wii, this sequel would be released in late 2009 for the titular console. Did it mark a triumphant return to form?
Also known as the one in which Naughty Dog lost the plot – literally. I won’t go into further detail because I don’t wish to spoil it for those interested, and I insist on not judging a work until I experience it regardless of how much the odds are against it. Seriously, if you are interested in playing The Last of Us: Part II, try to refrain from using social media until it’s released next month.
Sega’s third-generation console, the Sega Master System, was released in 1985 to compete with Nintendo’s Family Computer (Famicom). Although it didn’t come close to dethroning Nintendo’s juggernaut console, it is estimated to have sold over ten-million units worldwide. It became especially popular in Europe and Brazil where the Famicom – known abroad as the Nintendo Entertainment System (NES) – didn’t have as much presence due to a less extensive marketing campaign in those regions on the developer’s part. Regardless, Sega realized that they needed to do something drastic in order to stand even a small chance of capturing Nintendo’s market share – especially after NEC entered the business and released the PC Engine.
Sega’s console research and development team, led by Masami Ishikawa, began work on a successor to the Master System almost immediately after its launch. They faced two especially daunting opponents: one that had a majority of the market share and the other rapidly gaining a lot of domestic popularity. Therefore, they decided to integrate a 16-bit microprocessor into this new system. The company had experienced a lot of success in the arcade scene, so Mr. Ishikawa and his team adapted the Sega System 16 arcade board, retooling it for a home console. Through shrewd negotiations, the team was able to procure a Motorola 68000 to use as the system’s central processing unit in exchange for an upfront volume order. The team originally wanted to call the console the Mark V, keeping consistent with the naming convention the company had been using up until that point. However, the management wanted a stronger name, so after going through nearly 300 proposals, they dubbed it the “Mega Drive”.
In contrast to the Famicom, which was primarily aimed at children, they sought a mature look for their console in order to advertise it to all ages. To accomplish this, the console’s design was inspired by audiophile equipment and automobiles. That way, when placed side-by-side with a Walkman or a CD player, it would blend right in. To demonstrate the significant technological leap compared to the Master System, the words “16-BIT” were proudly emblazoned upon the console’s surface.
The console was first announced in the June 1988 issue of Beep! magazine. It would see its domestic release the following October before launching in North America in 1989. From there, it would see releases in South Korea, PAL regions, and Brazil in 1990. It was known as the Mega Drive abroad but would be renamed the Genesis in North America. The exact reason for this name change is unknown, though some speculate it may have been a result of a trademark dispute. Much like how Nintendo made Super Mario Bros. a worldwide phenomenon by bundling it with every NES unit sold, Sega knew they needed to follow suit – and they had the perfect game for the task.
A developer by the name of Makoto Uchida had recently created a new arcade game on Sega’s behalf. It was known as Beast King’s Chronicle domestically and Altered Beast abroad. Mr. Uchida felt nervous, as it was the first game he developed, but to everyone’s surprise, Altered Beast became a hit – especially after it had been released overseas. As the System 16 arcade board served as the basis for the Sega Genesis’s hardware and the game proved to be a hit, it was the ideal choice for the developer to port to their newest console. It was ported to nearly every active platform at the time, including the Famicom ironically enough, yet the Genesis port would be the main point of pride for the company, who claimed it to be a perfect conversion. To this day, the game is considered a hallmark of both Sega’s arcade lineup and the Genesis’s library. In the face of fierce competition, was Sega able to make a grand entrance in the fourth generation of consoles?