Super Mario 64 did more than just bring Mario to the third dimension: it literally defined a new genre and revolutionized video gaming for the rest of eternity. It’s impossible to overstate just how important Super Mario 64 was to the world of video gaming. Almost every single 3D video game produced after Super Mario 64 has drawn from its groundbreaking new mechanics.
But it’s not all fancy industry-changing technology in the world of Super Mario 64. This game changed something else about the world of video games… it introduced a world of fear. With the new 3D world came new 3D horrors, and these scarred the minds of a whole generation of gamers.
Where would modern horror gaming be without Big Boo’s Haunt, the Mad Piano, and Unagi? Although these kinds of scares may now seem simplistic, the world of horror would not be where it is today if they did not give us a glimpse of the potential that 3D games could provide.
After the jump, we’ll see these revolutionary frights first hand, and learn about what it meant to see 3D fear for the first time.
Hey, kids! Do you like Chex Cereal? Do you like DOOM? Of course you do! Well, what if I told you there was a way you could enjoy Chex and DOOM at the same time? No, no I’m serious – wait – no, don’t leave – hold on –
Chex Quest was an unusual entity in the world of video games, namely because it was one of the few games ever used to promote a brand of breakfast cereal. Released in 1996, it was packaged in with boxes of Chex for free and given nationwide distribution. It’s doubly unusual because the game in question is a commercially sold DOOM mod – a total conversion of the first DOOM game, completely done over with new graphics, sounds, and gameplay.
A second Chex Quest game was made hot on the heels of the first one, but promises of a third never realized. Although fans made plenty of mods to fill in the gap, it wasn’t until 2008 when Charles Jacobi, one of the lead artists on the original Chex Quest, made his own official Chex Quest 3 with the first two games bundled in.
Get out your bootspoons, because after the jump we’ll dig right in and discuss the history, gameplay, and our thoughts about all three games.
Why the hell did they decide to make Sonic the Hedgehog the star of an educational game for children? Who allowed this to happen? We want names. Who, somewhere in the leadership of Sega, let this happen? Who?
In the mid-1990s, Sonic the Hedgehog was one of the hottest video game characters out there. His too-cool attitude and the blisteringly fast gameplay of his games made him the slick alternative to the stuffy Mario. And with how popular he was, this meant there was a bounty of Sonic the Hedgehog branded everything: Sonic the Hedgehog toys, Sonic the Hedgehog comics, Sonic the Hedgehog cartoons, Sonic the Hedgehog canned pasta… The list goes on. It only makes sense that Sega would want a Sonic the Hedgehog game for elementary schoolers, right?
In comes Sonic’s Schoolhouse, a tale of bad branding decisions and corporate failure. (more…)
This is the first article in our new series, Retrospectacles, where we look back at beloved pop cultural sensations and break them down for the utterly cringeworthy things about them. From Sonic to the Catholic church, nothing is sacred from the eyes of dogmatic opinions and random development factoids. Speaking of Sonic, the poor blue hedgehog just happens to be our first target!
Sonic 3D Blast, also known as Sonic 3D: Flickies’ Island, was a 1996 platformer developed by Traveller’s Tales and Sonic Team. Published for the Sega Genesis a year before the console’s discontinuation, at one of the worst points of Sonic the Hedgehog’s lifespan as a franchise, there were a lot of things to go wrong here.
After the jump, we’ll delve into the history of the band-aid Sega used to cover up the gaping wound that Sonic X-treme left, touch upon the timeline of Sonic in 3D, find out about birds, and take a trip to Hell! (more…)