Showing posts with label megadrive. Show all posts
Showing posts with label megadrive. Show all posts

Wednesday, June 20, 2012

#Design - Mr Nutz 2 cartmodd custom cover art


This one's my latest cover work design.

It was made for a cartmodd of the unreleased game - which a prototype's been circulating over the web recently.
A buddy of mine worked the modded cartridge, while I did the cover art + sticker + manual.

I even took the time to redo the whole logo under Illustrator :P

Please! Do not ask for these! This was a personal job, not outsourcing the work to other people. If you want me to work out something for you, I will do so for money only.

Design © Eyz 2012.
Game and work based on a propriety © Sega
Not for commercial use!

Monday, January 30, 2012

Design - Super Bubble Bobble cartmodd custom cover art


This is a cover I did for yet another Honk Kong pirate game, for a cartmodd of Super Bubble Bobble!

This is without a doubt the most professional and closest to an actual official game pirate title I've ever seen!
Perfect port of the classic arcade game. Great improvement over the Master System one.
Great tunes, great controls..
The only thing that jumps to your eyes to remind you this was a pirate title is the random inclusion of both Shinchan & Doraemon! (yeah, I know...how random!)

Please! Do not ask for these! This was a personal job, not outsourcing the work to other people. If you want me to work out something for you, I will do so for money only~

Design © Eyz 2012.
Game and work based on a propriety © Taito
Not for commercial use!

Wednesday, January 25, 2012

Design - Megaman X3 cartmodd custom cover art


This one was for a Megadrive cartmodd of this pirate Honk Kong-only released port of Mega Man X3.

How's the game? Well, pretty bad actually.
Ugly graphics, awful music that will make both Megadrive and Snes fans cry in agony...
Anyways, it was fun and collector enough to add to the collections :P

Please! Do not ask for these! This was a personal job, not outsourcing the work to other people. If you want me to work out something for you, I will do so for money only~

Design © Eyz 2012.
Game and work based on a propriety © Nintendo
Not for commercial use!

Wednesday, July 20, 2011

VGR:Quickies Ports of Persia


As you've probably seen on the blog, I've reviewed most Prince of Persia games already. (and comics...and movies..)

But this isn't all of them yet.
During this long running franchises, most episodes have known various releases on several platforms. If most releases nowadays are pretty similar to one another it wasn't always the case "back in the ol' days".

For this occasion, I decided to make this new Quickies installement! 
To have a look at some iterations of the original Prince of Persia games by Jordan Mechner. As well as another bonus quick review.
Originally, the Prince looked like this! True story!

The original Prince of Persia, released on Macintosh and Dos systems, is regarded as a classic nowadays.
It launched a genre of more realistic platformers, sometimes referred to as "cinematic platformers".
Unlike Sonics and Marios it wasn't as surreal and was based around real physics. The acrobatic character of PoP was couldn't jump over enemies. Nor double jump. But he was able to grab ledges, roll under small passages, walk carefully to avoid setting off traps.

It was original designed by Jordan Mechner after a moderately successful Karateka.
Both titles were adapted over all of their current video game systems, countless ports. PoP even ported to this day on most consoles ever released.
Most of those ports were done by the small studio Brøderbund, who alongside Mechner took a great care keeping the games faithful and the experience similar. Yet using each system's specifics whenever the need arose.

The story is a classic now.
You play as the unnamed Prince, trying to get back to your Princess trapped by the evil Vizier.
The Prince gets thrown in the jail caves. The game is a journey, which has to take less than a real life-hour before it's too late and the sands of the giant hourglass ran off.
The directly sequel The Shadow and the Flame sees the Prince expelled from the palace and losing himself in the seas. Now wandering in another island, the Prince is castoff the palace, needs to fight back his inner demons (represented by an evil doppelganger), find his way back to the palace and clean up his name!
The sequel isn't as much puzzle/platforming oriented but a tad bit more combat focused, featuring lots of new various enemies often attacking in groups.

Now, let's dig into these games, shall we?


Title: Prince of Persia Collection
From Brøderbund Software

On PC
Type Sidescrolling platformer
Year 1999

This compilation runs on most modern computers easily.
Sometimes going by the name Prince of Persia Collection, Prince of Persia CD Collection, Prince of Persia: Collector's Edition or even Prince of Persia 1 & 2 (like mine). It was released on 1999, around the release of the 3rd game.
It contains the original Dos versions of both first games. Playing with the settings you can play the original Dos or VGA enabled versions. The music added later on by Brøderbund is available but you can also play it old school with the old chiptunes and no musical ambiance.
All the original levels are present.

Overall: Want to play the real original Prince of Persia games? This release is a must have!
Both games are fluid, fun and huge to explore. PoP2 looks more colorful and complex graphically, it even contains all its cutscenes and voices!
I said in my earlier review of PoP2 I didn't like it as much as the original, wasn't as perfect gameplay-wise, rushed, awful music and wasn't that well adjusted in its platforming sequences...but the original Dos version is far more suited to play.
Since this was released to promote PoP3D, it even contains a preview, making off (in an awfully small resolution quick time video) and a behind the scenes look at Prince of Persia 3D/Arabian Nights!

I give this one a: 3 / 3 Score!


Title: Prince of Persia
From Brøderbund Software

On SNES
Type Sidescrolling platformer
Year 1992

The SNES port of PoP1 was an enhanced version sporting all-new graphics.
It features 20 levels instead of the usual 13. Though some big edits were given to the level design.
It is also the only version were you're given 2 hours instead of the usual one hour to complete the game, making it a bit easier (even counting the extra levels).

Overall: I'm honestly not a big of this version, not because of its quality but because how different the whole game feels.
The music's good. (even if I admit I'm not a big fan of it)
There's some extra plot in this one. The graphics though are the part that suffer the most. It's just so dull and colourless..  I like the new ideas and design, adding wood here and there, putting more designs across the levels. (even splitting screens in 2 to add extra room to run around) But why's everything so brown and mushy? And the Prince looks like Vectorman, like he's composed of smaller parts/spherical objects to mimic the original game's motion capture while they designed new graphics.
Sidenote: It was censored in the US and Europe, thus my Japanese version (picture above)

I give this one a: 2 / 3 Score! 


Title: Prince of Persia
From Brøderbund Software

On Megadrive
Type Sidescrolling platformer
Year 1993

Covered in the main Prince of Persia Review.

Overall: Not playing on the SEGA side against Nintendo above. But this version is a much better and faithful version of the original game.
Like the SNES, but featuring its own original art, it also uses enhanced graphics. It even contains 4 additional levels. (but here the original levels weren't cut down or edited)
The Pal release has its share of own differences, like new kinds of potions, some that can freeze time, others give you additional minutes to complete the game...

I give this one a: 3 / 3 Score!

Title: Prince of Persia
From Brøderbund Software/Titus Software

On SNES
Type Sidescrolling platformer
Year 1996

Covered in the main Prince of Persia 2 Review.


Overall: Missing some features as well as some levels (including the actual last level!), PoP2 may not have been as good as the original, but on the SNES it's a whole different level altogether!
I blame this on the co-developer, Titus.
The music is really annoying, enduring it through this longer sequel is one heckuva challenge, at least the game features a password system to help out!
The game seems to be on speed compared to the original Apple/Dos version.
Which is quite annoying to avoid some precise traps and segments...


I give this one a: 1.5 / 3 Score! 


Title: Prince of Persia
From Brøderbund Software/Microïds

On Megadrive
Type Sidescrolling platformer
Year 1996

Covered in the main Prince of Persia 2 Review.

Overall: Like I wrote in the original review, this one wasn't actually released originally. But the game was completed anyway!
The game contains its own share of problems though. If Sega prevented its release due to quality concerns (those were the days, right? :P) it's a miracle Nintendo didn't.
Anyway, the graphics are the same as the SNES port and similar to the PC version.
But the game is buggy (around traps, like the released SNES version), the controls aren't as precise as on the computer... Try it or skip it!

I give this one a: 1.5 / 3 Score! 


Title: Prince of Persia
From Brøderbund Software

On Master System
Type Sidescrolling platformer
Year 1992

When the home console systems starting picking up in the early 90s, Prince of Persia 1 was converted to almost all systems. If some, like the NES port, were simple copy/past of the original game with lower settings, other were proper adaptations by Brøderbund.

Overall: Strangely good for an 8-bit system.
It is a lot truer to the original game in colors compared to, say, the Atari or NES port.
The game feels also pretty right, the Prince moves well if a tad bit slower. The proper physics were well implemented for such a simple system. Most cutscenes were cut down though.
The Prince was given brown hair for a change! (due to the limited color palette no doubt)
I'd say, try it if you can!
A pretty good port given the circumstances.

I give this one a: 2.5 / 3 Score! 


Title: Prince of Persia
From Brøderbund Software/RIVERHILL SOFT 

On PC Engine
Type Sidescrolling platformer
Year 1991

CD format meant improved graphics and all-new music back then!
It's from this port that the Prince started sporting a turban and colored clothing (a green jacket!).

Overall: Pretty good. The controls feel different but the overall experience is still good.
It was based, from scratch, on the Macintosh release.
The music is pretty impressive and the new redone cutscenes look great! It evens features voice tracks!
It's the most Arabian Nights-ysh version of the game in my eyes.

I give this one a: 3 / 3 Score! 


Title: Prince of Persia
From Brøderbund Software

On Mega-CD
Type Sidescrolling platformer
Year 1992

The Sega CD version, mostly an upgrade version of the PC Engine. Reusing all its assets as basis.

Overall: This one's the one I like to call the "Prince of Persia: ANIME! Edition".
If the PC Engine version was more colorful this one's like a rainbow enhanced version of the previous one.
The Prince who was getting a lot more colorful in the previous iteration (green jacket, blue turban..) is now a fully Japanese anime character. And for good reason, the game features now (slightly) animated cutscenes!
And the worse part is that the boxart doesn't give any hint to its new direction at all.
The cutscenes are funny though. Even if out of place.
This is another one of those "on speed" versions. (like PoP2 on the SNES), even when running on 50 Hrz.
The music doesn't make good use of the Sega CD system that much...but it works in this cracked up ort.
The game itself is good, don't worry. But the over-saturation of colors and animesque Prince makes this one feel either really funny or pretty bad.

I give this one a: 2 / 3 Score! 


Title: Prince of Persia: Rival Swords 
From Ubisoft Montreal

On Wii also available on PSP
Type Sidescrolling platformed
Year 2007

And finally, you probably didn't expect it, here's the alternate release of a modern Prince of Persia. (something that tends to happen less often these days.. we usually get completely different games, not alternate editions)

I've already did a review of Prince of Persia: Warrior Within here.

Overall: Rival Swords is an upgrade/new edition of Warrior Within which saw the conclusion to the Sands of Time series.
 Rival Swords tweaks some gameplay elements of the original Warrior Within. Mostly in-combat and related to the AI of the enemies. It also fixed and changed some gameplay details and added some zones (nothing that noticeable). Before the recent HD remastered release, it was seen as the definitive version of this game.
It was released on Wii and PSP.
The Wii version doesn't bring new changes from the overall look of the Gamecube version. It could look a bit cleaner I'd say.
Though it adds the brand new motion-sensing functionality. It's all gimmick, I know.
It may be annoying in the gameplay (since the game wasn't designed around it), but the combat gets easier (probably on purpose by Ubisoft) and the instant kills are finally easy to pull off.

I give this one a: 2.5 / 3 Score!


And that is all for this time!
Of course, it's not all the versions of the original games nor all the current alterations of the recent episodes.

The original Prince of Persia as since its release been made available on almost virtually every system ever.
Phones, iPhones, Xbox, PS2, etc..
Often simple re-releases of the original game, other times remakes using the Sands of Time engine. (as the Xbox 360 port on the Xbox Live Arcade)
But most of those, besides the facelift, often uses the original game as basis and frame, keeping either the original level design of physics intact.

 
That's all for this time's Quickies!

Tuesday, January 25, 2011

VGR RKA2: Sparkster


That's right, there's another Rocket Knight game going by the name of Sparkster.
Around that time, during the 16-bit era, Konami used to do that a lot. That is, producing games on both the SNES and Megadrive, using the same title, same box art/artworks and even sometimes sporting an identical text on the back cover. Only those tended to be completely different games.

Let's dig in the Megadrive Sparkster game!

VGR: Sparkster: Rocket Knight Adventures 2
From Konami
Played on Megadrive
Also available on /

Type Sidescrolling action game
Year 1994

Since the original in '93 was such a success, gaining lots of attention, great reviews and praise, in a 16-bit market overshadowed by tons of other mascots, Konami decided it was best to keep Sparster around for another episode and build a momentum upon that popularity.

Thus in '94 came out two separate sequels.
Most of the original Rocket Knight Adventure staff had already left for Treasure (the classic Rocket Knight feel could still be seen on future non-Konami games such as Gunstar Heroes or Dynamite Headdy), but Konami went on ahead with two "original" sequels.
One, for the Megadrive, was a direct continuation of the first game - starting right away from its climax.
The other, on the Snes, was set "some time later", after the defeat of the spaceship Pigstar from the first adventure.

This is a review of the Megadrive episode.

Time for another round of "kickin' Axel's ass", yo!

The story takes place directly after the original Rocket Knight Adventure.

The Kingdom of Zephyrus had just been attacked by the Devotindos Empire. (the evil space pigs)
The game starts off with a prologue that the player can skip if he wants to. (if he also wants to miss out one of the hidden secret swords!! more on that later...)

RKA2 starts from RKA's real ending. Sparkster is facing once again his rival Axel Gear.
Sparky defeats his traitorous ass. All the opossums live happily forever...or do they?

While everyone was getting ready to celebrate, the Princess Sherry's cousin, Cherry is kidnapped by a new threat.
That's right, Axel lead more enemies to strike the kingdom while nobody was expecting it.
The lizard Gedol Empire under their ruler King Gedol!!

Wolves, Pigs, Lizards... it's lal the same for Sparkster!

The gameplay this time's a complete overall of the series!
While RKA and Sparkster (on the SNES ) played mostly the same, RKA2 (this one) use brand new mechanics!

This time it's a lot more arcad-y oriented.
No need to charge up your special attack, it's always charging all by itself, making the whole game faster and less platform-y. The levels are designed to RUSH, RUSH, RUSH your way all along.
On a negative note, no more sword beams. Sparky uses his sword like, well, like a normal sword this time. Meaning to defeat your enemies you either have to come in closer and strike or use the rocket pack to dash through them.
The levels are either designed horizontalyl or vertically, no more wide open spaces like in the first game.

The cannon fodder you'll go through this time are lizards...which essentially is the same as the pigs or wolves/lions from the other games. (easy to beat, lose their armour on impact...)

It's like a Godzilla movie! Featuring a rocket powered opossum...

The game is 6 stages long. There's multiple mid-bosses and bosses in this adventure, all lizards using strange robots/machines. (and one or two odd-ocurrences too).
You can select various difficulties, like usual. Beware that on easy you won't be able to access the true ending!
Not all levels play the same, like in the rest of the series, there's always some unique sequences were you'll control Sparkster differently. However, no shooting level this time..

Like in the past, the game will throw at you lots of crazy robots and enemies. The enemy has changed again but at heart, things aren't that different from the usual for Sparkster.

Oh and you'll meet Sparkster's rival, Axel Gear some other times again.


The graphics are quite colorful...but pretty tiny. Specially compared to RKA and the other Sparkste rgame.
Sparky seems to be 1/2 smaller than the usual.

Other than that... It's mostly another Rocket Knight, featuring the usual mechanical kingdom attacking the opossums, same tropes and themes, etc.. right?

Well, with these new controls the game doesn't feel the same as the past episode or the SNES Sparkster.
It's a whole different animal this time!
It's more arcad-ysh, faster and even the boss fights don't feel the same (since you won't be throwing sword beams at 'em, but either cutting through them only or rocket dashing around).

The game is quite difficult this time (specially at mid-point through it). Sparkster will go from his precious land to the enemy invasion of the city, in a desert/egyptian themed land and over the enemy lines. (their castle,...)

Supâ Sayiajin Supâkusutâ!!!

This game uses a password system, like the SNES Sparkster. But on the contrary of its SNES equivalent 4x4 input digits, it's only a 4x2 password system.
It will keep track of your progression and stats...

Because this time there's something to collect through the game.
All across the adventure, Sparkster will be able to find 7 hidden secret swords! (well, technically, more like 5, one is given after the prologue at the start and the last one after another fight against Axel)
Collecting all 7 will make Sparkster enter a super form in the end of the game, Gold Sparkster!!
(but unlike his Sega counterpart, Super Sonic, Gold Sparkster is only playable in the final scene of the game)
It will allow Sparky to be stronger, charge is pack a helluva faster and access the true ending in the end (and after the credits too).


Overall, it's a pretty decent sequel.
Fun, pretty long and more difficult than the SNES episode released at the same time.
(chronologically this seems to take place directly after RKA and the SNES game even after that, from a story perspective)
Though the final stage and bosses seemed pretty easy to me, compared to some previous sequences...

It may not be as good as the original and the mechanics are completly different, it still is a pretty good game.
Compared to the SNES game?
Mmmmh... I never thought of that. Well, for some different reasons, I do not prefer this one over the SNES game, nor the MD game over the other. They are pretty equal in my eyes.
The SNES one is easier, but  feature a more authentic gameplay. It was pretty short and the Axel Gear confrontations weren't that great. But it looked great!
This MD episode is harder, but feels totally different. It's longer and Axel Gear's fight are better. Through the giant robot scenes are pretty bad. And the sprites (and Sparkster) are pretty tiny on the screen sort of like modern sidescrollers on the Xboxlive/Wiiware... The end is a bit too easy. (perhaps due to Gold Sparkster)

I'd say, give it a try if you're a fan or like 90s sidescrollers. (but note that it isn't really a platformer!)

I give it:

2 / 3 Bruces!

Friday, January 14, 2011

Cartoony Mascot Characters in Gaming

Here's another episode of...
Huh...
Me talking about stuff in blog-posts!
(...blogging?)



This time I'd like to make a quick retrospective about cartoon mascots videogame companies used to represent them, and their evolution over the years.
Since video games stopped being as abstract as the early Atari days and went on more defined visual ways (than, say, imaginative as in the original days), developers started making "cartoon" characters for the player to control and creating whole worlds and universes around them.

These mascots were more marketable, easily transferred into animation, books, toys, on t-shirts, etc...
And more than anything, they became big representations of the time they were created in and the brands that had them made.

I'm talking here about the beginning of the 2nd 8-bit generation, starting from the Nes era.
Videogames started to gain a certain appeal to a younger audience, and it wasn't anymore just marketed to the odd adults or punk teens that used to hang out around the arcades.

8-bits Generation



Instead of just making up more classic "heroes", like Pitfall Harry, the Prince (of Persia), etc.... Cartoon started being in videogames, just like they started appearing in most  of animated tv series for kids.

The first batch of these 8-bit cartoon mascots were at first mostly exagerated "human" mascots.

Mario started his career as Jumpman, in Donkey Kong by Nintendo.
He was basically the same as he ended up nowadays, only depicted a bit more Popeye-ysh in the promotional material.

Unlike the protagonists of Castlevania, Bionic Commando, Metal Gear and many more classics, Mario was clearly designed around an abstract concept and was an exagerated figure.


Let's  not also forget sandbox games grandaddy, Namco's Pacman.

On a completly different tone than Jumpman, Pacman was more abstract.
One of the few non-man of all these "Mascot-men" (you'll get this in a few sentence below...)

Like Mario, Pacman evolved a bit over the years but mostly stayed close to his original intend.
He's a big bright yellow ball eating ghosts.
And the premise is totally awesome put down like that!


Bomberman, another 80s classic, was created by Husdon Soft. But gaming wise closer to that arcade feel.

Anyway the character got a bit more smooth, had an anime phase and changed according to the projects. (Act Zero, Racing spinoffs, 3D games, adventure RPGs....)


Mega Man is a great example of the creativity of the 8-bit mascots that were imagined back then.

Design-wise, it's a well rounded character from Capcom that could be easily done in simplistic graphics and recognisable.
Large gun, helmet, 2 shades of blue for his costume, a human recognisable face... Perfect!


You might have noticed a pattern going on.
All these characters were all the times called Xsomething-Man, right?

Well, not all of them of course.

Like Alex Kidd, created by Sega as an answer to the rise of cartoon characters.
Only Alex never truly won an international appeal, though he was quite popular western Europe and South America.
Perhaps they should have called him something like Jingenko Man (though I'm sure the "Kidd" in his name was there for that)
Before him, Sega also tried once or twice other mascots to represent them, such as Opa Opa or Pengo...

Other companies also tried to create similar characters, but it wasn't until the 90s it really caught on....

16-bits Generation


When Sega let Sonic loose on the gaming scene, it was like a bomb exploded....
Sonic was different than the 8-bit mascots. No more mister nice guy/hero saves the girl (Mario..)/random character with no clear purpose (Pacman, Bomberman..)
It was like the key to success was to make a sort of agressive anti-hero, a cool animal-ysh character with (hip) attitude!

The same movement was also seen in comics (but with muscular over-sized gun-wielding superheroes) and on tv/films (cool kids kickin' Freddy Krueger's ass, Parker Lewis who couldn't loose, etc..)

Sonic lead the way to a new era...
And everyone wanted a piece of that pie...


And even the old generation of mascots began to adapt.
While most stood the ground (Mario, Bomberman..), tweaks were made here and there to sell a new image to kids.
Why?
Because by then mascots became the new major way to impose a brand, make a developer/publisher popular among the masses.

Instead of scrapping/redesigning Megaman, Capcom created a side-series for the 90s, Mega Man X.
Sporting a new cool attitude closer to Sonic, an agressive look and all~

Other adapted their icons (Pacman evolved, obtained boxing gloves and red boots..)
And some incorporated such "poster" characters like this in their old franchise side by side their old heroes (Nintendo started marketing Wario, an evil more agressive version of their old plumber)

 
With Sonic's success helping establish a new system in a market largely overtaken by Nintendo, it was the proof a good public relation and brand association was quite a powerful marketing tool.

Every company wanted to use image association with their names.

So came Bonk, created by Hudson for their alliance with NEC on the PC-Engine system.
Since he was another Hudson trademarked character, he and Bomberman shared quite a few spots and crossovers over different materials.

Bonk was declined in various games (and later on various systems), had spinoffs, cameos, etc..
(Zonk series..)


Two directions stared to clearly appeard.
Either mascots would follow Sonic's way and be hip, cool and fun - mostly the animal ones.
Or follow the old path, and like Mario, propose a more led back human relatable cartoon character established according to the old genre (like Bonk above).

These mascots started appearing everywhere, alongside company logos, their promo material, etc..
And the goal was clear, create franchises.

All good arcade game company that was popular enough since the 80s entered the game.
Sunsoft had Iguana Entertainment create and develop their new mascot, Aero the Acro-Bat.


Accolade had Bubsy designed by a cartoonist.
Clearly another Sonic clone.

Most of these mascots were quite agressive, with in-your-face personas, taking the Sonic-trope to its maximum.


But they still were some exceptions like Mr. Nutz, Ocean representant.

His first impression might give a Sonic vibe, everything's here, the looks, the gloves, the design..
But his game was much more laid back and closer to Mario.
Like most of his type, his games were ported over several systems and had a sequel.


Since I can report all the mascots that were made for each company around that time, let's mention one or two more before moving on.

A lot of these characters were pretty big hits and misses that the companies had to believe in.
Basically, each arcade publisher, each gaming system and each company had these mascots representing them.
You think arcade, you think Namco, Konami, Capcom, Taito, etc..? They all had their own mascots.
And then the systems, PC Engine, Atari, Mega Drive, etc.. All had their own mascots.

Gremlin Graphics made Zool as "the ultimate competitor" against Sonic, supposed to become the Amiga's mascot.
But the system failed comercially, and like most mascots, Zool survived his console and was ported over most other gaming devices after that.
As bad as his game and/or design was.


Let's also mention Sparkster, who's a personal favorite of mine.
Unlike Mario simplistic world or Sonic coolness/agressive atitude, Konami clearly designed Sparkster as a responsible heroic figure.

Konami, another old classic arcade developer who missed the original batch of mascots from the 80s, unlike Namco (Pacman) or others, but entered the mascots scene in the middle of the Sonic craze.

32-bits Generation




With the 32-bit era, the mascot genre kinda lost its speed.
The torch had been passed to RPGs as the new big thing-best selling genre.
And mascots, with their colorful and simple design were much more efficient in sidescrolling platformers than the first 3D RPGs.
Final Fantasy 7, 8 or Chrono Triggers were in, Sonic and co were out.


The mascots went in a totally different way.
Most companies stopped using them in the marketing campaigns and ads.

Capcom, for example, adapted Mega Man (instead of making up a new figure) for that new generation in another side-series.
The classic Mega Man and Mega Man X lived on, selling less titles maybe, but still alive and kicking.
Capcom new figure became Mega Man Legends, Mega Man in 3D with RPG elements.



A new group of 3D mascots appeared, to showcase what the systems could do now, and Mega Man quickly adapted to the medium.

Mascots were either, back to their roots, designed for kids again.
Like Croc by Argonaut Software, who was supposed to become Fox Interactive mascot, but slowly disappeared after a second disappointing game (sales-wise).

Softer, with a strong emphasis on 3D exploration, simple storytelling, colorful and happy tones.
Like Mario and Donkey Kong returned to fame in their Nintendo 64 episodes. (while cool 16-bit figures like Wario slowly retired)


Or embraced a full-on edgy approach like Rare's Conker, who acted on the N64 as a sort of Mario/Donkey Kong antidote.


Crystal Dynamics tried to bring back people to the genre with Gex, who ventured both into 2D and 3D games.
Gex had a more adult appeal, making obscure references and adult jokes here and there.
Maybe to sell their mascot to the old gaming generation that grew up playing games all those years?

He debuted in fact as the mascot for the 3DO...before it crashed so he moved over the other systems.


Ubisoft launched Rayman as the mascot for the Atari Jaguar too.
But after the system's failure, kept the lil' guy as their mascot.

Like I said, mascots were less presents, but some tried to keep them around.
Either as marketable children icons, or trying to keep the attitude alive, with edgier approaches.


Surely in this new generation, Crash Bandicoot was the one that came the closer to capture Sonic's appeal only adapted to a 3D 32-bit era.

Crash was surely a winner from the start.
He had the fun, the spirit, the design and a great game to boot!

It never came out clear if he acted as an official mascot, either to Naughty Dog, the developer, or to Universal Interactive, it's publisher, but everyone figured him as the Playstation inofficial mascot.
(though a Nintendo 64 and a Saturn port were planified originally)


Meanwhile sister-company Insomniac Games created Spyro to be Sony's mascot and he also ended up representing Universal, inversely. (he still appears to this day in various Vivendi Universal, and now Activision marketing such as their website, and a movie is rumoured to be made at some point)


On the Sega's side, the japanese editor had developers Hudson's developer Red Company (creators of Bonk, Zonk, etc..) make a brand new mascot for their ill-fated 32x system.
Since Sega let a lot of their arcade hits be converted for the PC Engine, it was only justice to send the elevator back to Sega.

Thus was born the 32x best representant and fan favorite obscure hit, Tempo.

But the system was doomed from the start, specially with another 32-bit Sega system coming, the Sega Saturn.
Altough Tempo was popular enough to survive the 32x and have a port (on the Game Gear) and a sequel (on the Saturn itself!)


With Mario and Crash pushing the boundaries of 3D worlds in their respective systems, the Nintendo 64 and the Playstation, Sega needed the same for the Saturn.

Which sadly never came out to be a new Sonic episode.

Hudson Soft started digging the way, playing with the Saturn hardware a bit, which was and still is to this day the best 2D system ever but suffers quite a lot in the 3D area.
Thus was born another anthropomorphic hero..at least it would have had the game been released outside Japan.
Hudson created Willy Wombat, a pretty fun 3D platformers using 2D sprites, custom made for the Saturn.
The game was ready to be exported, with 100% of the in-game voices and most texts in-game in english..but for unknown reasons it never made it in Europe or America.
Would it have helped a bit the Saturn? With no proper Sonic around, perhaps...



At least Bug! became, for lack of a better option, the Saturn's default mascot.
It wasn't really bad...just not good enough to make a stand amongst those better and more modern mascots.

128-bits Generation

With one of gaming's oldest and classic developers pulling out of the systems market, mascots were almost obsolete by the 2000s.

Halo signed the end of the mascots as we knew them, cartoon funny characters.
Now the world of gaming was domined by realistic space marines and badass mercenaries.
I'm not surprised to see the return of old icons such as Metroid's Samus, the Bionic Commando and the likes.
 

Mega Man has once more upgraded to the ever changing gaming tastes of today's audience.

Altought initially, in the first part of the 128-bit era (Dreamcast, PS2, Gamecube, Xbox) , it seemed like the old series were done for with no more episodes planned in any of those older franchises.


Strangely, one or too new mascots still made it here and there.
Like the serious space marines, now a heckuva lot more detailled and with more complicated designs than ever. (seriously guys...how can you hope to interest children with these undrawable character designs??)

The guys behind Sunsoft' Aero The Acro-Bat, now part of Acclaim Entertainment, made Vexx, a new take on the platformer genre.


Mascots aren't the same as they were as before... they won't ever be.

Now, the few remaining are adult, more serious in tone, with more colorful and unique personalities.
Most of the time agressive, badass. Though some tend to use an over the top action-like feel.

The PS2 defacto mascot was Naughty's Dog Jak & Daxter, now no more asssociated with either Crash Bandicoot or Vivendi Universel.


The same went on at Spyro's developers. Thus was born Ratchet & Clank.


Let's also mention other badass Ratched/Jak inspired modern mascots like Ty the Tasmanian Tiger by Krome Studios/EA, Sly Cooper from Sucker Punch Productions or the less menacing Kao the Kangaroo (this one was similar in tone to Crash Bandicoot rather than Jak) by Tate Interactive.

Of course, there were others.
I'm just trying to get the maximum and the most varied type showed here.


Blinx was a pretty interesting take on the formula, since he was cleary created to become Microsoft's Xbox mascot...until the surprising success of Halo and domination by the FPS genre for all this 128-bit era!

Wasn't he good enough or was the public too different to accept the kitty?
Let's see... nice gameplay mechanic (3D platformer with huge world to explore, tons of stuff to do and try), decent story, unique universe...even design-wise, he was created by Sonic co-creator himself Naoto Ōshima at Artoon games.

"Next Gen" Gaming

Finally came our modern era.
With Xbox 360s, PS3s and Wiis.

A brand new age...that has seen a surprising and unexpected revival in retro-gaming.



Playing old games has become mainstream and popular.
Old mascots are now popular again.
With digital distribution, lots of franchises have known new rebirths!

Be it the new Donkey Kong, Mario or Sonic 4 games, the old mascots seem to be back at it again.
Old gamers and the new young audience finally appreciate having mascots around again, after all the Call of Duty games, Halos and other Gears of War overdose.

It's not surprising to finally have all Mega Mans back around at the same time.
And it doesn't look like it's gonna stop anyday soon, with more planned such as a new Rayman game and more!

But what of the other original creations?



Not a lot of original new content seems to be developed sadly...

Though we have the occasional few new cartoon characters spawned for existing material.
Like Ubisoft new mascots, already replacing Rayman, the Ravin' Rabbids.
Who after a couple of minigames compilations finally started exploring action platformers.


But before this return to greatness, we had to suffer through some strange experimentation.
Probably because of the success of "next gen" modern realistic gritty games.

Bomberman was totally re-imagined in the odd Bomberman Act Zero.

I won't say it was that bad of an idea... maybe a more over-the-top angle would have worked there...but WHAT WERE THEY THINKIN'?!?


Sonic, himself, got totally f***ed up artistically and as a game in his modern consoles' debut, in his self titled adventure.


While Crash lost any sign of whatever made him great to begin with in the past in a game that also doesn't feel like a Crash Bandicoot experience anymore...


We now have to look at the indie scene if we ever want to see new icons appear in this day and age.

Hear me out,
I'm glad of the revival mascots were able to go through the last couple of years.... (boy, do I feel old...)
It's great to see the popularity retro-gaming has brought along.

But mascots aren't as big of an interest that companies want to invest in.

Personally, they'll always be remembered as a big important part of videogames history for me. I will always associate companies with their mascots, even if they don't use 'em anymore, as much as their logo we all associate them with.
Some of these cartoon characters will always represent some companies, like Sega and Sonic, Nintendo and Mario, Hudson and Bomberman, etc...


The End. That's all folks!