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Mario Kart World And DK Bananza Are Genre- And Franchise-Defining, Nintendo Says

Mario Kart World And DK Bananza Are Genre- And Franchise-Defining, Nintendo Says https://ift.tt/1ofgvMX Mario Kart World and Donkey Kong Bananza are genre- and franchise-defining moments in each of their series, according to Nintendo's Bill Trinen. He told GameSpot in a recent interview that these games were purposefully designed to show off what the Switch 2 is capable of, and they are marquee titles in helping to promote the console. "Hopefully people are also seeing that with games like Mario Kart World and Donkey Kong Bonanza, these are sort of genre-defining or franchise-defining moments for each of these games that really take advantage of the uniqueness of the Nintendo Switch 2 hardware," he said. "And for me, they really feel like, whether you are a Nintendo fan or a video game fan or even a video game developer who makes your own games, each of those games to me feels like something that you really can't miss. These are must-play games for you to exp...

Sonic CD Was A Bold Vision Of What Sonic Could Be

Sonic CD Was A Bold Vision Of What Sonic Could Be https://ift.tt/6EqhC4f

Sonic CD is celebrating its 30-year anniversary today, September 23, 2023. Below, we look back at how its experimental ideas influenced the series going forward.

Trying to get a group of Sonic fans to agree on anything related to the franchise is hard enough, but asking for their feelings about Sonic CD might get you more divided responses than any other game in the series. Out of all the classic Sonic titles, CD stands out as a very strange outlier in its game design--which leads to some very strong opinions from the fandom. But the reasons why it's so different from its cartridge-based brothers are themselves fascinating. In many ways--and quite fittingly, given its time-travel theme--Sonic CD feels like the start of a different evolutionary path the Sonic series could have taken into the future, but didn't.

After the first Sonic the Hedgehog became a runaway success, Sega immediately went to work on follow-up games. Two of Sonic's primary development staff, Yuji Naka and Hirokazu Yasuhara, joined future PlayStation console architect Mark Cerny at Sega Technical Institute with a few other Japanese staff in the US to create Sonic the Hedgehog 2--a very unusual America/Japan co-production for its time. Meanwhile, other original Sonic Team members stayed back home in Japan to plan a Sonic game for the fledgling Mega-CD (Sega CD in western markets) add-on. The system was floundering in its home market but looked likely to do significantly better abroad, much in the same way the Mega Drive (aka the Genesis) had. With Nintendo poised to release its own CD system add-on, having a show-stopper like Sonic on its CD platform would be a tremendous boon in what looked to be the upcoming CD-ROM wars. (Which never happened, but hindsight is 20/20.)

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