Mega Man 6

Mega Man 5 continued the success of Capcom’s best-selling franchise despite having been released two years after the release of the Super Famicom (SNES). Shortly thereafter, Capcom announced a sequel, which would be developed concurrently with a highly anticipated SNES entry. The game saw its domestic release in late 1993 under the name Rockman 6: The Greatest Battle in History!!

However, as the game came out when the fourth console generation was in full swing, the Famicom (NES) began to show its age, and Capcom decided against exporting it. This was a problem, as the monthly publication Nintendo Power had held a contest for its readers to design a new set of Robot Masters. While this had been standard practice since Mega Man 2, Mega Man 6 would include two Robot Masters designed by North American fans – Daniel Vallée and Michael Leader. To have North American fans participate in the contest for a game they wouldn’t get to play was unacceptable, so Nintendo stepped in and published it abroad. The game was released in North America in 1994 simply titled Mega Man 6. Due to the NES having far less presence in Europe, fans from that region wouldn’t see an official release for another nineteen years when it debuted on the 3DS Virtual Console in 2013. Mega Man 6 would be the final game in the series to debut on the aging NES. Was the game able to end its run on its debut platform on a high note?

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Call of Duty: Modern Warfare (2019)

Introduction

When Call of Duty: Infinite Warfare was released in November of 2016, the sales figures fell short of publisher Activision’s expectations. The critical scores, while leaning positive, were ultimately mixed. By this point in history, various developers handled the Call of Duty franchise in a three-year development cycle. Infinity Ward, the developer credited with having created in the series in the first place, was behind Infinite Warfare, putting them in a bad way. One year later, Sledgehammer Games found success in bringing the series back to its World War II roots in the form of Call of Duty: WWII. Infinity Ward wound up following suit.

Taking inspiration from contemporary acclaimed works such as Homeland, American Sniper, and Sicario, campaign gameplay director Jacob Minkoff wanted the medium to explore taboo subjects. These sentiments were echoed by studio art director Joel Emslie, who promised his game’s narrative would be “much more grown-up [and] mature”. While Infinite Warfare cast the series into the future and WWII set its sights to the past, this new game would take place in the modern day. As a callback to the game that established the series as one of the most profitable in the history of the medium, it was named Call of Duty: Modern Warfare. Although it didn’t quite achieve the overwhelming praise as the original Modern Warfare, the 2019 reboot was released to fairly high acclaim. Does this game truly advance the medium as Mr. Minkoff or Mr. Emslie intended?

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Mega Man 5

Introduction

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?

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New Super Mario Bros. U

Introduction

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?

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Super Monkey Ball 2

Introduction

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?

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New Super Mario Bros. 2

Introduction

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?

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Monkey Ball

Introduction

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?

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