Because the associated grades are smack dab in the middle of my grading scale, yellow scores are probably the most diverse when it comes my stance on recommending them. While a 4/10 would be an unlikely recommendation at best, a 6/10 is effectively an honorable mention. Remember that, unlike what you may have experienced in school, 5/10 is average on my scale. Anyway, here are the games that, for all intents and purposes, neither passed nor failed.
Well, February of 2019 marks a momentous occasion for this site. After discussing Jumper, I have now reviewed at least one game for every letter of the alphabet. To ensure this claim stuck, I ended up reviewing Zombie Nation because while I had reviewed Zelda II: The Adventure of Link quite a while ago, I sorted it under “L” with the other The Legend of Zelda installments. Now, I just need to do the same with films and I’m good to go.
Several attempts at three-dimensional gaming had been attempted since the medium’s inception. Many games from the eighties would place players in a maze of flat, two-dimensional building blocks to create the illusion of depth. Though this was serviceable for its time, that the player character could only ever turn at 90 degree angles betrayed the strict technical limitations the developers were saddled with. In the nineties, id Software would light up the PC gaming scene when they released Wolfenstein 3D in 1992. Though not terribly different from its spiritual predecessors in how it used clever programming techniques to project the illusion of 3D, id’s effort compelled other development teams to begin seriously consider where the medium should go from there. This sentiment was punctuated with id’s release of Doom the following year.
Though many companies would try their hand at 3D gaming with varying degrees of success, it was Shigeru Miyamoto, Takashi Tezuka, and Yoshiaki Koizumi of Nintendo who were the first to successfully explore this uncharted territory in the form of Super Mario 64 in 1996. The sheer amount of critical acclaim it received forever changed the face of the gaming industry. Suddenly, 3D gaming went from being considered a pie-in-the-sky scenario to the industry standard in less than a year’s time. Such was the extent of its impact that many subtle techniques from Nintendo’s groundbreaking effort are still being employed today. Becoming the Nintendo 64’s bestselling game with eleven million copies sold, a sequel seemed inevitable.
As early as January of 1997, Shigeru Miyamoto talked about a sequel to Super Mario 64, tentatively entitling it Super Mario 128. As Nintendo put the finishing touches on the Nintendo 64, they included a slot at the bottom of the console that would allow the use of peripherals. The most prominent one they were in the process of developing was the 64DD (Dynamic Drive). In a manner similar to the Famicom Disk System, the 64DD would allow the Nintendo 64 to utilize a new form of storage media. It was to feature a real-time clock for persistent game world design and afford players many new freedoms. They could rewrite data and create movies, animations, and even their own characters. Nearing the end of 1997, Super Mario 128 was renamed Super Mario 64-2. Much like how Super Mario 64 before it generated interest in the Nintendo 64, Super Mario 64-2 was to be the 64DD’s premier title. However, the 64DD was a commercial failure when it launched in December of 1999, only selling 15,000 units in total. By the end of its short run in February of 2001, only ten original titles had been released for the unit. Any other proposed title for the unit was reformatted into a Nintendo 64 cartridge, ported to future consoles, or cancelled outright. Among the titles to suffer the last fate was Super Mario 64-2.
Despite this setback, Nintendo wasn’t ready to give up on a potential follow-up to Super Mario 64. During their SpaceWorld event in August of 2000, they unveiled a technology demo to showcase their then-upcoming GameCube console. The project they elected to demonstrate was a Mario game – once again under the working title Super Mario 128. Taking its proposed name literally, the GameCube’s technical capabilities were demonstrated when it rendered multiple Mario models at once, eventually reaching 128 of them.
One year later, at the following SpaceWorld event, fans learned that Super Mario 128 had undergone a complete reinterpretation. Gone was Princess Peach’s iconic castle. Instead, a tropical paradise awaited players. To reflect this change, the game was now titled Super Mario Sunshine. It was notably the first time Yoshiaki Koizumi found himself in the lead director’s chair. The first great impression he made on his superiors was when he wrote the memorable scenario for The Legend of Zelda: Link’s Awakening. He worked his way up from there, and his ten-year-long apprenticeship culminated in him getting to lead in the creation of the newest Mario installment. The game saw its release in 2002. Though not as impactful as Super Mario 64, Super Mario Sunshine was a well-respected game in its own right, having little trouble amassing critical acclaim and becoming one the console’s bestselling titles. Did Mr. Koizumi’s first shot as the lead director result in a classic experience?