Mega Man 7

Mega Man 7

Having ended its run with a severe case of creative burnout, the Mega Man series received a new lease on life when Mega Man X debuted in December of 1993. A distant sequel to the original set of games, Mega Man X had a noticeably darker tone than any entry in what enthusiasts would retroactively dub the classic series. Combined with fast-paced, exploratory gameplay and a plethora of new mechanics, Capcom had yet another hit on their hands. With the release of its own sequel, Mega Man X2, the following year, an entire new series for Capcom’s signature franchise was confirmed.

Although Mega Man X was well received, fans of the classic series were a little worried. It was clear Capcom had struck gold with Mega Man X, so a sequel seemed inevitable. This caused fans of the NES games to worry if the classic series was effectively over. These worries were eventually assuaged when Capcom announced the development of Mega Man 7. Yes, for those put off by the dark tone of Mega Man X, this game would be a compromise, ignoring the new direction while still letting it develop and finding a way to revisit the series’ roots at the same time. In fact, such was the zeal for a continuation of the classic series that when Capcom revealed they did not intend to release Mega Man 7 despite having finished an English translation, the overwhelmingly negative reaction made them rethink their plans.

Timing and scheduling conflicts ensured a fairly difficult development cycle. Despite bringing the series to a new platform, the team had only three months to complete the game. Despite these setbacks both primary artist Keiji Inafune and Director Yoshihisa Tsuda felt the experience to be a lot of fun. The latter compared it to being part of a sports team camp, although he wished he and his team had another month or so to work on it. Regardless, the game was completed and eventually released domestically in March of 1995 under the name Rockman 7: Showdown of Destiny! Thanks to the efforts of Western fans, the game saw a release in North America and Europe later that year, renamed Mega Man 7 – the subtitle removed once again. In the wake of Mega Man X, what does the continuation of the classic series have to offer?

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Donkey Kong Land III

Donkey Kong Land III

Donkey Kong Country 3 was released in November of 1996. Although it received positive reviews, its sales figures were noticeably less than those of its direct predecessor. This is largely because it had the misfortune of being released in the shadow of Super Mario 64 and the 3D revolution it kickstarted. Regardless, as Rare had much success in the Game Boy market with their Donkey Kong Land series, it only made sense for them to make an equivalent game for the concluding Donkey Kong Country trilogy installment as well. This game, entitled Donkey Kong Land III was released in October of 1997 in both North America and Europe. Japanese enthusiasts would receive a color update for this game in 2000, which utilized the abilities of the then-newest Game Boy model. Donkey Kong Land III was widely praised with some calling it the best game in the Donkey Kong Land trilogy. Was the game the power move its Super NES counterpart managed to be?

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Donkey Kong Land 2

Donkey Kong Land 2

Donkey Kong Country 2 was released in November of 1995. Much like its predecessor, it was a critical and commercial success. It became the sixth bestselling game on its platform, the Super NES. In fact, it was the single bestselling game on that console to not be packaged with the system. Meanwhile, developers at Rare had another success on their hands in the form of Donkey Kong Land, a Game Boy counterpart to the original Donkey Kong Country. As Donkey Kong Land sold over three-million copies, a sequel was inevitable. The game was finished and subsequently launched in North America in September of 1996 before seeing a broader release in Japan and Europe the following November. With Donkey Kong Country 2 being a massive improvement over its direct predecessor, how does its Game Boy counterpart fare?

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Kalimba

Kalimba

In the year 2006, a video game development studio named Press Play was founded in Copenhagen, Denmark by Ole Teglbjærg, Rune Dittmer, and Mikkel Thorsted. Two years after the release of their 2010 inaugural title, Max & the Magic Marker, the company was acquired by Microsoft Studios where they joined the same family of studios that included 343 Industries, Rare, and Lionhead Studios.

In 2014, Press Play announced “Project Totem”, which would see the creation of a new title slated for release on the Xbox One. Later in the same year, it was officially titled Kalimba. It saw its original release on Microsoft’s platform in December of 2014 before debuting on Steam the following April. Kalimba was released to a fairly positive reception with critics praising the concept, but finding the graphics and sounds forgettable. Selling itself as a puzzle-platformer, what does Kalimba bring to the table?

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Commander Keen in Aliens Ate My Babysitter!

Commander Keen in Aliens Ate My Babysitter

In the same month the Goodbye, Galaxy duology saw its release, so too did the standalone sixth official episode of id Software’s Commander Keen series: Commander Keen in Aliens Ate My Babysitter. Although the second episode of Goodbye, Galaxy, The Armageddon Machine, teased at a new set of games entitled The Universe is Toast!, this sixth episode would be the series’ finale. Was it able to give id’s first triumph a proper sendoff?

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Commander Keen in Goodbye, Galaxy – Episode Five: The Armageddon Machine

Commander Keen in Goodbye, Galaxy – Episode Five - The Armageddon Machine

Programmed in but a single month, the fifth official episode in the Commander Keen series, The Armageddon Machine, was released on the same day as its immediate predecessor as part of the Goodbye, Galaxy duology. Does this installment allow the duology to end on a high note?

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Commander Keen in Goodbye, Galaxy – Episode Four: Secret of the Oracle

Although Keen Dreams wasn’t the breakaway success for John Carmack and the rest of id Software the original trilogy of Commander Keen games managed to be, they did wind up crafting a superior engine in the process of developing it. With Keen Dreams having been completed by June of 1991, id began work on a new trilogy of Commander Keen episodes to be named Goodbye, Galaxy. The team intended for the episodes to be published in the same manner as the original trilogy. Players could order the episodes individually or all three with a lump sum totaling less.

The following August, Mr. Carmack and his team had completed a beta version of the series’ fourth official episode: Secret of the Oracle. Fellow programmer John Romero sent it to Mark Rein, a fan that he had met from Canada who offered to playtest the game. Mr. Romero was then surprised when Mr. Rein sent back a large list of bugs he compiled. Coupled with his impressive business acumen, Mr. Romero proposed hiring him as a probationary president in an attempt to expand their business. Within weeks, Mr. Rein made a deal to get id into the commercial market, but there was a catch. The sixth episode was to be made a standalone game, published as a retail title through the company FormGen as opposed to id’s signature shareware model. The fledgling company signed the deal, although Scott Miller, an employee from publisher Apogee was dismayed, believing reducing Goodbye, Galaxy to a duology would hurt sales.

In the same month, the team moved from Shreveport, Louisiana to Designer Tom Hall’s hometown of Madison, Wisconsin. Working out of a three-bedroom apartment, they worked on the Goodbye, Galaxy duology, any remaining Softdisk projects, and the now-standalone sixth Commander Keen installment. One software catalog listed the release date in September of 1991, but the project ended up being delayed. The sixth episode, being a standalone effort, was developed after the fourth, but before the fifth. The fifth itself would be created in less than one month.

All three games would see their release in December of 1991. As Mr. Miller predicted, the sales figures of Goodbye, Galaxy were roughly one-third those of the original trilogy, which had made $20,000 in its first two weeks and $60,000 a month by June of 1991. Mr. Hall himself would also blame the falling sales on the lack of a third episode, which undercut their shareware model. Nonetheless, the games still fared well overall, becoming one of the top shareware sellers of 1992. Like the original trilogy, the two games that formed the Goodbye, Galaxy duology, Secret of the Oracle and The Armageddon Machine, were well-received. As the first installment of this duology, does Secret of the Oracle mark a significant improvement over its four predecessors?

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Keen Dreams

Keen Dreams

Commander Keen in Invasion of the Vorticons was a massive success for Ideas from the Deep, a development team formed by programmers John Carmack, John Romero, and Tom Hall. With a clear hit on their hands, the team sought to break away from their company, Softdisk, and strike out on their own. Their boss and owner of Softdisk, Al Vekovius, confronted the team on their plans – particularly after he learned they had used company resources to develop the three games. They would work on the game after hours, even going as far as taking the computers to Mr. Carmack’s house on weekends. Mr. Vekovius proposed a joint venture between the Ideas from the Deep team and Softdisk, which ultimately fell apart when the other employees threatened to quit in protest. After three weeks of negotiation, the team agreed to produce a series of games once every two months for Gamer’s Edge, Softdisk’s subscription service. Ideas from the Deep, having renamed themselves id Software after one of the Freudian components of the psyche, then proceeded to use these games as prototypes for their own releases.

In spring of 1991, Mr. Carmack and his team began work on another Commander Keen game. Initially, they did not want to make another installment for Softdisk, but eventually decided that doing so would let them fulfill their obligations, and hopefully improve another set of games for publisher Apogee in the process. For this installment, id Software crafted a brand-new engine rife with new features, including the ability to have the background scroll at a different speed from the foreground and support for sound cards. As a result of these changes, it was decided that this game would be a standalone effort as opposed to a true sequel. Even with other members of the team working on another project at the same time, this game, entitled Keen Dreams, was finished in less than a month following the engine’s creation. Despite the previous three installments having been bestsellers, Keen Dreams did not receive much attention from publications at the time, and thus fell into relative obscurity. Now considered a “lost episode” of sorts, how does Keen Dreams fare in the grand scheme of things?

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