Donkey Kong Country 3: Dixie Kong’s Double Trouble!

Donkey Kong Country 3

With the release of Donkey Kong Country 2: Diddy’s Kong Quest, Rare had another hit on their hands. However, Director Tim Stamper and his team didn’t intend to stop there. As the Nintendo 64, the successor to the Super Nintendo Entertainment System (SNES), loomed overhead, Mr. Stamper set out to make a sequel almost immediately after the release of Donkey Kong Country 2. Armed with the company’s trademark Silicon Graphics and Advanced Computer Modelling programs, they were able to finish the game one year later.

This sequel, entitled Donkey Kong Country 3: Dixie Kong’s Double Trouble!, saw its release in November of 1996. Although it fared well commercially, the game moved 3.5 million units, which was a step down from the 4.37 million copies Donkey Kong Country 2 sold. It is speculated that the release of the Nintendo 64 and its signature launch title, Super Mario 64, may have been responsible for the lower sales numbers. Even in light of these setbacks, Donkey Kong Country 3 was an undeniable success with critics and fans alike. Emerging at the tail end of the fourth console generation, did Donkey Kong Country 3 provide a fitting swansong for the venerable SNES?

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Lufia II: Rise of the Sinistrals

In 1993, the Japanese developer Neverland released Lufia & the Fortress of Doom for the Super Famicom – or the SNES (Super Nintendo Entertainment System) abroad. Although somewhat lost amid the slew of Eastern role-playing games that saw their own releases around the same time, Neverland’s effort received a warm critical reception with the American publication Electronic Games in particular calling it one of the best RPGs of the year.

The game also proved to be a modest hit – enough so that Director Masahide Miyata and his team began working on a sequel shortly thereafter. It was finished and released domestically in February of 1995 under the name Biography of Estpolis II. The game was released in North America in May of 1996 renamed Lufia II: Rise of the Sinistrals, which would see its European debut the following year. As its predecessor hadn’t been released in Europe, the game’s title was truncated to Lufia. Like the original game, Lufia II was a success, selling a little over 60,000 copies in Japan. This time, however, the critical reception was significantly more positive with aficionados of the SNES library considering it an underrated gem of a classic. Was Lufia II truly able to improve on the formulaic original?

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Mega Man 2

The year 1987 marked the debut of Mega Man. The brainchild of Capcom members Akira Kitamura and Keiji Inafune, Mega Man was to be among the developer’s first original games for Nintendo’s highly popular Famicom console – known as the Nintendo Entertainment System (NES) abroad. The game, made in a few months by a group consisting of six people, proved to be fairly popular. It sold well enough domestically to have been considered a sleeper hit, yet flopped in the West partially as a result of a hasty, borderline nonexistent marketing campaign. Despite its mixed reception, Mr. Kitamura wanted to make a sequel, seeing further potential in what they created. These aspirations came to a stop when he was overruled by producer Tokuro Fujiwara. In response, the director then went to Capcom’s Vice President to get permission to make the game. The executives permitted Mr. Kitamura and his team to work on a sequel under one condition: they had to work concurrently on other projects as well.

Shortly thereafter, the project supervisor invited Mr. Inafune back to the new project. The artist had been working on a separate game at the time, but agreed to help. According to him, the development team willingly worked twenty-hour days to see this project through. He and his fellow staff members would spend their own time on the project to improve the gameplay established in their original effort. His second year working at Capcom, in his own words, “opened up a whole new world of stress for [him]” as he became far more involved with the sequel’s production and even got to mentor a new employee. Despite this, he would later describe it as his best time with Capcom because they were working towards a common goal and made something they truly cared about.

A few months later, Mr. Kitamura’s team completed the project. In Japan, the end product was released in December of 1988 under the name Rockman 2: The Mystery of Dr. Wily. While the original game was, at best, a modest hit, the sequel proved to be an overwhelming success. Still deciding to give the Western market a chance, Capcom had the game localized and released in the United States in June of 1989 retitled and abridged to Mega Man 2. To their surprise, the game was a hit abroad as well. Its international success and critical acclaim allowed Mega Man to become Capcom’s flagship series overnight. Even to this day, Mega Man 2 is considered one of the greatest games ever made as well as the standard to which a sequel should strive to achieve. How exactly was a sequel to a game many considered middle-of-the-road able to give its title character a new lease on life?

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Pokémon Black and White

By the time the fourth generation of Pokémon debuted with the Diamond and Pearl versions, Game Freak’s signature franchise gained a new lease on life. Though no longer the pop cultural juggernaut it was in the late 1990s and early 2000s, gaming enthusiasts stopped dismissing the series as a fad from a bygone era, accepting it as a cornerstone of the medium. With Diamond and Pearl outselling the set of games that came before, Nintendo realized the series’ popularity hadn’t waned. In response to the fans’ enthusiasm, they began work on a sequel following the release of HeartGold and SoulSilver – remakes of the second-generation titles.

The fifth-generation games were officially announced in January of 2010. A spokesperson from the Pokémon Company stated that the new set of games were to debut later in the year for the Nintendo DS. Junichi Masuda, who directed Diamond and Pearl, said that several aspects would be revamped for the next generation. In April, the company’s official website was updated with the titles of these versions: Black and White. With the naming convention for the series electing to incorporate valuable metals and gemstones, Black and White sounded incredibly plain. Nonetheless, fans were excited to see what the series now had to offer. His ultimate goal with this project was to appeal to both newcomers and those who had not played the series in quite some time.

Pokémon Black and White were released domestically in September of 2010. International fans wouldn’t have to wait too long, for the games were released in Europe, North America, and Australia in March of 2011. Although the series had little trouble finding an audience, it wasn’t always a critical favorite. The first-generation games were outright dismissed as mediocre efforts by domestic critics, and while subsequent sets would fare slightly better, the fans took it upon themselves to keep the franchise afloat. That all changed when Black and White became the first set of games to garner a rare perfect score from Famitsu magazine. It fared just as well internationally with many critics feeling it to have been the single greatest generation in the franchise’s history thus far. These sentiments were reflected by the enthusiasts; throughout the remainder of the decade, the games sold over fifteen-million copies. Did Black and White move the franchise forward during its second wind?

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Super Mario Odyssey

With Super Mario Galaxy and its sequel, Yoshiaki Koizumi gave Nintendo’s mascot two unforgettable, interstellar journeys. Players would launch Mario through the reaches of space, often having him jump between planets in an effort to save Princess Peach. Both games were complete successes, selling well over five million units apiece. When playing them, it is clear Nintendo’s Tokyo branch gave it their all; the sheer amount of creativity it took to conceive such games is something that only occurs a scant few times per generation. Given that both games demonstrated Nintendo’s continued relevance going into the 2010s, a sequel would seem inevitable. This was easier said than done. How could anyone possibly go about following up not one, but two of the most monumental titles of its generation?

The year 2012 marked the launch of the Nintendo Wii’s successor: the Wii U. Despite its initially positive reception and launching with the latest installment in their popular New Super Mario Bros. subseries, consumers were slow to adopt this console. There were various reasons why this ended up being the case. Many people assumed the Wii U was a mere upgrade of the Wii rather than being a separate console. A larger strike against it, however, concerned its lackluster library. Although several highly praised games such as Bayonetta 2 and Super Mario 3D World would debut on the Wii U, they weren’t enough to sway the market in Nintendo’s favor. The general consensus among independent critics is that Nintendo jumped the gun in their attempts to release a console before Sony or Microsoft. Damningly, it was the first console to lose money for the venerable company. Compounded with their rivals releasing the PlayStation 4 and the Xbox One, Nintendo found themselves in a dire situation.

A journalist writing for The New York Times felt Nintendo’s hardware sales were comprised thanks to mobile gaming gaining steam around this time. The president of the company at the time, Satoru Iwata, felt they would cease to be Nintendo if they entered the market, though he eventually relented, securing a business alliance with mobile provider DeNA. Tragically, he would pass away on July 11, 2015 due to complications from cholangiocarcinoma – also known as bile duct cancer. He was 55.

Despite the fact that they retained a devoted fanbase, Nintendo’s fate looked grim with gamers gravitating towards the PlayStation 4 and Xbox One and one of their greatest technical wizards dead. Even with the odds stacked against them, Nintendo had no intentions of giving up. As early as 2012, they drafted ideas for a console to follow the Wii U. However, they didn’t want to settle for making this new piece of hardware a mere successor to the Wii U or the portable 3DS. Tatsumi Kimishima, the new president of Nintendo, stated the new console was to provide a “new way to play” that would have a greater impact than the Wii U.

The company had historically always featured one handheld console and one home console in a given generation starting in the fourth. One of the criticisms lodged toward the Wii U concerned its GamePad. While players did enjoy using it, they wished it could be used as a standalone console. As it was, it would stop functioning if moved too far of a distance from the console. Therefore, this new console was to bridge the gap between Nintendo’s two major markets, being a portable home console.

Dubbed the Nintendo Switch, the console was released in March of 2017. Despite market analysts expressing skepticism over the Switch, it quickly became a bestseller, moving more units than the Wii U ever did within a year. Keeping to their strange pattern, a mainline Mario installment akin to Super Mario Sunshine or Super Mario Galaxy was not among the Switch’s launch titles. However, unlike the GameCube or the Wii, gamers wouldn’t have to wait long for Nintendo’s mascot to make a triumphant debut on the Switch.

Immediately after the release of Super Mario 3D World in late 2013, the same team began work on a new Mario installment with a little help from 1-Up Studio. This company was formally known as Brownie Brown – the company best known for having developed Mother 3 alongside Shigesato Itoi. Led by director Kenta Motokura, this new installment was going to revolve around the concept of surprise. Taking note of the surge in popularity of open-world sandbox gaming, Mr. Motokura and his team sought to make next Mario installment appeal to the series’ core audience. Up until that point, they had focused on capturing the attention of causal players.

This game, Super Mario Odyssey, was released in October of 2017. It was notable for having been released in the same year as The Legend of Zelda: Breath of the Wild. This made 2017 the first calendar year in which Nintendo released both a console Zelda installment and a console mainline Mario game since 1986. On top of that, 2017 is popularly considered one of the greatest years in the medium’s history. With no shortage of strong competition, did Super Mario Odyssey stand out from the crowd?

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Super Mario Galaxy

Originally codenamed the Revolution, the Wii was to be Nintendo’s entry in the seventh console generation. While Microsoft’s Xbox 360 and Sony’s PlayStation 3 console focused on providing players with high-definition experiences, Nintendo opted to go in a different direction. Rather than appealing to the existing gaming fanbase, they sought to make their console for everyone, hence why the name sounds like the English first-person, plural pronoun “we”. One of the Wii’s touted features lied in its unique control scheme. In lieu of fashioning a classic controller, the Wii was to employ motion controls, which would be executed by a remote outfitted with an infrared sensor. Though met with a degree of skepticism within the gaming community, the Wii became the best-selling console of its generation. Despite its successful launch, many gamers were wondering why a mainline Mario installment was not among its launch titles. Even the GameCube had the spinoff Luigi’s Mansion, yet when the Wii launched, Nintendo’s mascot was nowhere to be found.

After the release and overwhelming success of Super Mario 64, Nintendo began working on a sequel. One of the first names for this hypothetical game was Super Mario 64-2. It was slated to launch on the 64DD (Dynamic Drive), a peripheral for the Nintendo 64 that would afford players new freedoms such as the ability to create their own content. However, the commercial failure of the 64DD ensured it would never leave its homeland. In response, many 64DD projects were reformatted for the Nintendo 64, saved for future consoles, or cancelled outright. Super Mario 64-2 was one of the projects to suffer the last fate. Despite this, Nintendo wasn’t ready to throw in the towel. With the impending launch of the Nintendo GameCube, they needed something with which to demonstrate its processing power. In 2000, a proposed game entitled Super Mario 128 was showcased at Nintendo Space World. The game was heavily retooled and outfitted with a tropical island theme, hence the 2002 release Super Mario Sunshine. Though stuck in the shadow of its more popular predecessor, Super Mario Sunshine was highly acclaimed in its own right, and became one of the console’s premier titles.

Though many ideas from the Super Mario 128 demonstration were excised by the time it became Super Mario Sunshine, one person continued to see potential in them. That person was none other than the demonstration’s director, Yoshiaki Koizumi. Super Mario Sunshine marked the first instance in which he found himself as the lead director, and though he was satisfied with his work, he wanted to set his sights higher for the inevitable follow-up. One part of the demonstration featured Mario moving freely around a spherical platform. This concept did not make it into Super Mario Sunshine due to it overtaxing the machine’s technical capabilities. Nonetheless, series creator Shigeru Miyamoto remained interested in the concept, and he decided to form a team who would help bring it into reality.

The year 2002 marked the founding of the Nintendo EAD Tokyo Software Development Department. The purpose of this branch was to recruit fresh, new talent from Japan’s capital and most populated city. Their inaugural game was released in 2004 under the name Donkey Kong Jungle Beat. It was among the first titles to star Donkey Kong in the lead role after the revered Rare entered a partnership with Microsoft. The game was praised for the most part, though many critics deemed it inferior to Rare’s Donkey Kong Country trilogy due to its lack of returning characters. Nonetheless, the game stood out from its competition in how characters were controlled with a set of bongos – an aspect that captured the attention of various non-gaming publications. Impressed with their work, Mr. Miyamoto asked EAD Tokyo if they wanted to make a high-profile game starring one of the company’s mainstays. This prompted one member of the staff to suggest they possessed the skills to make a new Mario title. Mr. Koizumi, taking note of the experience the staff developed creating Donkey Kong Jungle Beat, felt they could make the idea involving spherical platforms work and recruited them into this new project. In a bit of a twist, Mr. Koizumi set his attention to the Wii.

With a basic concept in mind, all Mr. Koizumi needed was a central theme, necessitating his team to draft several ideas and find ways to implement them. Co-designer Koichi Hayashida and producer Takeo Shimizu were skeptical about the idea of incorporating a spherical playing field into a 3D platforming game. The latter in particular felt a sense of danger when the plan was approved. Only when he began debugging the game did he realize how fresh the experience felt. Once the team was convinced of the concept’s viability, they quickly settled on setting the game in outer space, believing most players would see the spherical shapes as planets. As an entire region separated EAD Tokyo from Nintendo, a system was put in place so both offices could playtest the game. The development team was pressured to finish their work at or close to the Wii’s launch. However, keeping true to the ethos of Mr. Miyamoto, they deemed a polished Mario game was more important than a rushed one.

The efforts of EAD Tokyo saw their completion in November of 2007 under the name Super Mario Galaxy. It is nearly impossible to overstate just how much praise this game received upon release. Mere days afterwards, Super Mario Galaxy was considered one of the greatest games ever made. Fans declared it the first truly worthy sequel to Super Mario 64, and even those who didn’t care for the Wii were thoroughly impressed. With Super Mario 64 having one of the most profound impacts of any game in history, was Super Mario Galaxy truly able to surpass it?

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Marvel’s Spider-Man

In the 2010s, Connie Smith, Sony’s Vice President of Product Development, approached Insomniac Games, wishing to speak with CEO Ted Price. Following the release of Insomniac’s Xbox One-exclusive Sunset Overdrive, Ms. Booth had an interesting proposal, suggesting the studio work on a game based on a Marvel property. As the company had built its reputation with original properties such as Spyro the Dragon and Ratchet & Clank, Mr. Price’s response was, by his own admission, “fairly neutral”. He had never considered working with an existing property. However, while the CEO had his reservations, his development team’s attitude was another story; they were ecstatic over the prospect of working with a Marvel property.

It’s plain to see why the team would be so enthusiastic; during the 2010s, Marvel was at the height of their mainstream popularity, having myriad success stories with the cinematic universe they created. No other company attempting to create such a long-running film franchise experienced the success Marvel had. It was to the point where the average filmgoer could expect a quality release bearing the Marvel brand on an annual basis. This success had profound ramifications both inside and outside of the industry. Many other companies, including their prominent rivals, DC, would attempt to creative their own shared cinematic universes, yet they didn’t quite meet the same levels of critical admiration. Perhaps the most profound impact the Marvel Cinematic Universe had on pop culture was giving their more obscure characters a new lease on life. Though certain heroes, including Iron Man, Captain America, and Spider-Man were well-known before the universe’s inception in 2008, its success allowed comparatively obscure characters such as Black Panther and Ant-Man to become household names.

Once Insomniac accepted Ms. Smith’s proposal, Jay Ong, the head of games at Marvel decided it was time for a change. According to him, they had previously released games based on or directly tied to the release of films that adapted their properties. While this led to a significant output, it also meant developers didn’t have time to create anything impressive or memorable. It did result in Treyarch’s well-received adaptation of the film Spider-Man 2 in 2004, but fans dismissed most of these titles as shovelware, and they cemented the generally negative perception of licensed games as a result. Fortunately, Marvel was not interested in a game based on an existing film or comic book story, giving Insomniac carte blanche to choose any character they wished and develop an original plot for them. The team thought long and hard about which character to use, and they ultimately settled on Spider-Man, citing his relatability and charming everyman persona, Peter Parker. Activision had been responsible for publishing the games based off the 2000s Spider-Man trilogy, but the franchise was now truly in the hands of Insomniac and Sony.

Though the team started off excited about the project, they also found it to be a daunting experience. With the wealth of stories and versions across almost every conceivable medium, how could they possibly do such an enormously popular character justice? Art director Jacinda Chew, on the other hand, saw this as an opportunity, and subsequently interviewed the Marvel staff members who were the most familiar with the character. From there, it was up to a team of writers led by Jon Paquette to create an original take on Spider-Man that still remained true to the character. Insomniac had even gone as far as receiving ideas from two comic book writers, Christos Gage and Dan Slott, the former of whom co-wrote the script. Though they drew upon many iterations of the character in order to understand what made a compelling Spider-Man story, Mr. Paquette was insistent on not drawing too much from any one version.

Development of this game, which would simply be titled Marvel’s Spider-Man, began in 2014 and took roughly four years to complete, seeing its release in September of 2018. Fans and critics alike were expecting Marvel’s Spider-Man to be, at best, a modest success. The game instead went on to become the sleeper hit of 2018, outselling the unanimously praised God of War and becoming the PlayStation 4’s killer app in the process. The game was praised for its good writing, solid combat engine, and successfully incorporating Spider-Man’s signature web-slinging abilities. Many critics called it the greatest superhero game ever made, comparing it favorably to Batman: Arkham Asylum and its sequel, Arkham City. Such was the extent of its positive reception that Jamie Fristrom, the man who programmed the web-slinging mechanics in the game based off of Spider-Man 2, had nothing but praise for Insomniac’s own take on them. Was Marvel’s Spider-Man truly the prolific company’s answer to the Batman: Arkham series?

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Super Mario 64

Although the launch of the Super Famicom, known as the Super Nintendo Entertainment System (SNES) internationally, was a success, sales were affected by two factors. While the Famicom (NES) went a majority of its life unchallenged, the fourth saw the rise of a fierce challenger in the form of Sega. Owing to a successful marketing campaign revolving around their mascot, Sonic the Hedgehog, and his eponymous 1991 debut game, Sega successfully tapped into the zeitgeist of the era, proving they could keep pace with the ostensibly out-of-fashion Nintendo. This could be seen in how Super Mario World was received. Though popular even when it was released in 1990, with no fewer than three predecessors, people dismissed it as another Mario title. On top of this, a failed business deal between Nintendo and Sony involving a CD-ROM player add-on to the SNES resulted in the latter company themselves entering the console race with their inaugural PlayStation console in 1994. Said console proved to be highly popular – especially once prominent third-party developers such as Konami and Capcom, dissatisfied with Nintendo’s draconian licensing policies, began releasing new installments of their big-name franchises on Sony’s platform.

The other factor that caused Nintendo’s sales to slump was something none of these companies had control over: the economy. Throughout second half of the twentieth century, Japan’s economy appeared to be a juggernaut with many Westerners speculating that they would effectively take over the world. This eventually proved not to be the case. In late 1991, the Japanese asset price bubble collapsed, and a devastating recession ensued.

There were numerous causes behind this recession. One of the biggest catalysts was when the Bank of Japan, attempting to keep inflation in check, raised inter-bank lending rates. Before then, the banks were lending more with barely any regard for the borrowers’ credibility. Their drastic actions caused the bubble to burst, and the stock market crashed, leaving banks and insurance companies with several books’ worth of bad debt. The period that followed would eventually be known as the Lost Decade with some economists believing it to have lasted long enough to warrant being called the Lost Score. With Nintendo facing not one, but two companies that were more than a match for them while also feeling the effects of an inescapable recession, they realized they needed to do something drastic to remain in the game.

The Sunnyvale, California-based company Silicon Graphics, Inc. (SGI), had prided themselves by leading the pack in graphics visualization and supercomputing. They were particularly interested in expanding their business, adapting their pioneering technology so that it could reach a higher volume of consumer products. Observing the impressive momentum of the video game industry, they felt it to be the ideal starting point. Their lasted invention had them use the MIPS R4000 family of CPUs as a base, creating something that used only a fraction of the resources. SGI founder Jim Clark originally offered a proposal to Sega of America CEO Tom Kalinske. If they declined, Nintendo would be the next candidate in line. The exact details of the subsequent negotiations have been lost. It has been claimed that Mr. Kalinske and a colleague of his were impressed with SGI’s prototype only for engineers to uncover multiple hardware issues. While they were ultimately resolved, Sega decided against SGI’s design. It’s also said that the real reason they partnered with Nintendo was because they, unlike Sega, were willing to license the technology on a non-exclusive basis, thus expanding SGI’s consumer base to a far greater degree if their newest console became a hit. Regardless, a partnership was made, and when Jim Clark met with Nintendo CEO Hiroshi Yamauchi in early 1993, Project Reality had begun. The eventual result would be the console to succeed the Super Famicom.

The first result from Project Reality was the Onyx supercomputer, which was priced anywhere from $100,000 to $250,000 USD. The system’s controller was a modified SNES controller outfitted with an analogy joystick and “Z” trigger. The secrecy was such that when LucasArts expressed interest in making a game for the console’s impending launch, the prototype controller had to be placed in a cardboard box as the developers used it.

In June of 1994, Nintendo announced the new name of the unfinished console: the “Ultra 64”. Its design was unveiled for the first time shortly thereafter. The console was so named because it was to be the world’s first 64-bit gaming system. Atari had claimed that their Jaguar console was the first 64-bit gaming system. In reality, it only had a general 64-bit architecture, utilizing two 32-bit RISC processors along with a 16/32-bit Motorola 68000. For good measure, the Ultra 64 was cited in marketing campaigns as more powerful than the computers used for the Apollo 11 mission. Especially controversial was the decision for the console to retain ROM cartridges as opposed to utilizing the superior storage capabilities of the CD-ROM format, which drew much speculation from the press.

Some time after this, the console was to be called the Ultra Famicom domestically and Ultra Nintendo 64 abroad. It’s rumored that the name was changed to avoid legal action by Konami. They had ownership of the Ultra Games trademark, a shell corporation used to circumvent Nintendo’s strict policies limiting the number of third-party releases that could be published in the United States during the NES era. Nintendo themselves claimed that the trademark issues were not a factor. However, they wanted to establish a single worldwide brand and logo for their third console, so these names were discarded. The name they chose, the Nintendo 64, was proposed by Shigesato Itoi, a famous copywriter and creator of two beloved classics: Earthbound Beginnings and its sequel, Earthbound. With a collective of elite developers nicknamed the Dream Team, the Nintendo 64 project was ready to begin.

The console was formally unveiled in a playable form in November of 1995 at Nintendo’s seventh annual Shoshinkai trade show. As the hordes of schoolkids huddling around in the cold outside indicated, the anticipation for Nintendo’s newest console was extremely high. The Nintendo 64 was originally slated to be released by Christmas of 1995, but during the previous May, Nintendo delayed the launch to April of 1996. They claimed they needed more time for the software to mature and for third-party developers to become interested in producing games for it, though an engineer cited the hardware’s underperformance in playtesting sessions. As a result, the console’s launch was delayed again – this time to June 23, 1996. To placate potentially impatient fans, Nintendo ran ads with slogans such as “Wait for it…” and “Is it worth the wait? Only if you want the best!”

Similar to the case with their previous console, Nintendo knew full well that, as impressive as the new machine might be, it would be nothing for want of a selection of impressive launch titles. Once again, Shigeru Miyamoto and Takashi Tezuka, the two most important names behind the Mario franchise were willing to step up to the plate. Joined by Yoshiaki Koizumi, who had recently cut his teeth writing the scenario for The Legend of Zelda: Link’s Awakening, the three were determined to make the Nintendo 64’s launch impactful.

As early as 1991, Mr. Miyamoto conceived the idea of a 3D Mario game as he worked on the SNES rail shooter Star Fox. He had considered using the Super FX chip to develop a game called Super Mario FX. It was to have gameplay revolving around an entire world in miniature similar to that of miniature trains. He reformulated the idea as the Nintendo 64 was being developed, though not because of its superior graphical capabilities. Instead, he observed the controller’s greater number of buttons and felt it would allow for more advanced gameplay. In accordance to the global branding of their newest console, the new game was to be called Super Mario 64. The scope of the project spanned three years. One year was spent designing the concept while two were allotted to directly work on the software. Guiding Mr. Miyamoto throughout this game’s development was the drive to include more details than any of its predecessors. He felt the style made the game play as a 3D interactive cartoon.

Information about Super Mario 64 was leaked in November of 1995. A playable version was presented days later. Because the game was only halfway completed by this point, Nintendo of American chairman Howard Lincoln once said that Mr. Miyamoto’s desire to add more to the game was a factor in the decision to delay the Nintendo 64’s launch. Indeed, Mr. Yamauchi, realizing just how observant players are, didn’t wish for the integrity of Mr. Miyamoto’s game to be compromised. When asked for an additional two months to work on the game, he granted the request without questioning it.

Super Mario 64 was released on the promised date of June 23, 1996 alongside the Nintendo 64 itself. While the Mario franchise had been no stranger to critical acclaim, the reception of Super Mario 64 seemed to trivialize that of its predecessors. As one of the medium’s first successful 3D platforming games, Super Mario 64 is considered one of the medium’s most important benchmarks. Such was the scope of its influence that it could be said to have singlehandedly effected the 3D video game leap. As the title often cited as ground zero for 3D gaming, was Super Mario 64 able to stand the test of time?

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Super Mario World

Nintendo’s Family Computer, or Famicom, proceeded to dominate the console market after its 1983 launch. Sega had entered the market, releasing their own 8-bit console, the Master System, to directly compete with Nintendo, but they failed to even slow them down. This began to change in 1987 when NEC Corporation launched the PC Engine – later dubbed the TurboGrafx-16 internationally. The following year, Sega launched the Mega Drive, the 16-bit successor to their Master System. Though Nintendo’s executives were not in a hurry to design a new console, they reconsidered when they observed their market dominance beginning to slip.

It was up to Masayuki Uemura, the designer of the Famicom, to come up with something even greater. Fortunately, his newest creation, the Super Famicom, was ready to go a mere three years after the launch of the PC Engine. It was an immediate success with Nintendo’s initial shipment of 300,000 units selling out in a matter of hours. In fact, it caused such a social disturbance around shopping centers that the Japanese government stepped in, asking developers to only launch consoles on weekends to avoid any future chaos. A few sources even state that this hot commodity managed to capture the attention of the yakuza, leading Nintendo to ship the consoles at night to avoid any potential interceptions.

Naturally, consoles are nothing without their games, and after the success of Super Mario Bros. 3, Takashi Tezuka and Shigeru Miyamoto were determined to have the console make a good first impression on launch day. Joined by graphics designer Shigefumi Hino, they began work on a new Mario installment. The team consisted of ten people, most of whom had experience working on Super Mario Bros. Though Mr. Tezuka was the director once again, the core team said that Mr. Miyamoto wielded the most authority during the development cycle.

The staff members understandably had their reservations about the new hardware, anticipating they would have difficulties working with it. Mr. Tezuka stated that the software tools had not been fully developed. In other words, much like with Super Mario Bros., they found themselves for want of a style guide. As an experiment, they ported Super Mario Bros. 3 to the Super Famicom. They decided it felt like the same game in spite of its improved colors and sprites. Mr. Miyamoto realized then that their new goal was to use this improved hardware to create something entirely new. The game saw the light of day alongside the Super Famicom itself in November of 1990 under the name Super Mario World: Super Mario Bros. 4.

The Super Famicom was slated for a North American release the following year. Keeping consistent with its predecessor’s name, it would become the Super Nintendo Entertainment System (Super NES or SNES) overseas. Super Mario World, dropping the Super Mario Bros. 4 subtitle, was to be one of the console’s launch titles abroad as well. Though both Super Mario World and the platform on which it was released proved to be a success, Nintendo found themselves facing a particularly fierce competitor. Sega brought the Mega Drive to North America where it was known as the Genesis. One of their games, Sonic the Hedgehog, ended up being their console’s biggest hit. The hip, cool title character was popular with children and teens, playing up to the era’s zeitgeist.

Not pictured: Maturity

Sega of America didn’t stop at extensively marketing Sonic the Hedgehog. They claimed theirs was the superior console due to it having what they referred to as “blast processing”, and even went as far as outright insulting Nintendo and, by extension, Super Mario World. Thus began one of the fiercest and most famous video game rivalries of its day. As a result of the popularity of Sonic the Hedgehog, Super Mario World was dismissed in many circles as just another Mario game. Meanwhile, with its fast-paced gameplay, Sonic the Hedgehog was the title to own in 1991.

However, as is the case in many stories like this, the all-seeing, all-knowing power of hindsight granted Super Mario World a new lease on life. Though Sonic the Hedgehog is still considered a classic, Super Mario World is the game people would be more likely to find on a given list detailing the greatest of all time. On top of that, Mr. Miyamoto himself considered Super Mario World his personal favorite Mario game. Having a chance to fully establish its legacy, did Super Mario World manage to ultimately triumph over its flashier competition?

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Super Mario Bros. 3

With Super Mario Bros., Nintendo had achieved a level of success that made their impressive arcade presence seem quaint by comparison. When it took on a life of its own, a sequel was inevitable. Both domestically and internationally, a game named Super Mario Bros. 2 surfaced in 1986 and 1988 respectively. The Japanese Super Mario Bros. 2, which would eventually be dubbed Super Mario Bros.: The Lost Levels in the West, was rejected by Nintendo of America both for being overly similar to the original and unreasonably difficult. This prompted Nintendo to create an easier Mario game for audiences abroad, which would also be repurposed mid-development as a promotional title for Fuji Television dubbed Dream Factory: Doki Doki Panic. Western enthusiasts at the time had little way of knowing that what they got was a different game reworked to include Mario characters. This in no way, shape, or form stopped the game released as Super Mario Bros. 2 in the West to become a success, eventually moving over ten million units.

Meanwhile, shortly after the release of The Lost Levels in 1986, a ten-person team helmed by Takashi Tezuka known as Nintendo Entertainment Analysis and Development began work on a follow-up. Unlike The Lost Levels, which was considered by reviewers at the time to be frustratingly difficult, this new installment would welcome players of varying skill levels. Mr. Tezuka also wanted to overhaul everything from the characters’ sprites to their movesets. To this end, the programmers had what they called a “Map Room”. True to its name, it was a long, narrow meeting room in which they spent the entire day looking at sheet papers, programming map data. By the end of development, anywhere from twenty to thirty people worked on the game compared to the seven or eight who worked on the original.

The game was slated for a domestic release in the Spring of 1988, but because the developers wanted to add many new features, Nintendo delayed it to the following October. Nintendo was willing to export the game to the West, but this plan quickly encountered a problem. A shortage of ROM chips along with Nintendo’s preparation of the Western Super Mario Bros. 2 prevented them from exporting games such as Zelda II: The Adventure of Link to North America according to their original schedules.

However, the delay proved to be a blessing in disguise. In 1989 as they were preparing to export the latest Mario game, Tom Pollack of Universal Studios approached Nintendo of America’s marketing department with an interesting proposition. Inspired by Nintendo game competitions, he wished to direct a film about them. Specifically, Mr. Pollack envisioned a video game version of Tommy, a famous rock opera released by The Who in 1969 about a deaf, blind, and mute child inexplicably skilled at pinball. Nintendo agreed to these terms, licensing their products to be included in this film. The film, released in December of 1989, would be known as The Wizard.

The plot of the film can be summed up thusly. A boy named Jimmy Woods suffers from PTSD after the death of his twin sister two years prior. He is dead-set on going to California for unknown reasons and has been committed to a mental institute. This spurs his older brother, Corey to sneak Jimmy out and run away from home. After discovering his younger brother’s innate skill for video games, they travel to a tournament being held in Universal Studios Hollywood to compete for a grand prize of $50,000.

Despite being panned by critics, The Wizard was a box office success, making double its budget back in ticket sales. Any enthusiast who watched the film could point out its myriad factual errors. Nonetheless, The Wizard would become a cult classic. Particularly memorable was the dramatic, climactic reveal of a game North American players had no idea existed until then. That game was none other than Super Mario Bros. 3. Nintendo had seen this film as the perfect opportunity to promote the newest Mario game and with the success of The Wizard, the enthusiasm could not have been greater. Two months later, those excited fans would get the opportunity to finally play it for themselves. The promotional campaign was a complete success, for Super Mario Bros. 3 went on to sell over seventeen-million copies worldwide. Even decades after the fact, critics considered Super Mario Bros. 3 one of the finest games ever made. With one of the most impressive legacies in the medium, does Super Mario Bros. 3 manage to stand on equal footing alongside the masterpieces it inspired?

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