1996 was a notable year. The SNES and the Sega Genesis saw their final major game releases, the PlayStation saw a deluge of them, the Saturn hanged on, the Virtual Boy passed on while the Nintendo 64 finally released. Oh, and swans.
Nintendo decided to delay the Nintendo 64 and all related software and accessories; the hardware was ready, but the games were not. Nintendo had presented 12 N64 game demos to its Space World 1995 trade show, and everyone was wowed. Super Mario 64 especially looked like it was going to revolutionize gaming as a whole. To many's surprise, Nintendo felt the Nintendo 64 and its software weren't ready, so they went back to the kitchen, and focused on the remainder of SNES software they had in their pipeline. The Virtual Boy, you ask? Noboby cared for that. So they relaunched it, with some great games like Bound High! Zero Racers, Dragon Hopper, but the fact they were on the Virtual Boy didn't help, at all.
So, for the marquee late SNES games:
Star Fox 2 (or Starwing 2 in PAL regions), a rail shooting game pushing the absolute limits of the aging 16-bit hardware using the Super FX 2 chip. After being beaten, Andross returns, bigger and badder than before, loaded with warfare and manpower. It's up to Star Fox and their new arsenal of Arwings to save the Lylat System again! While reviews noted the hardware's age, this is still an excellent game, and many say it's much better than the first game, with free-roaming, robot walkers, a strategy system. It manages to sell a respectable million copies.
Terranigma stars a... well I'll let you know people really liked this action RPG. Enix's American branch shut down, but Nintendo was interested into localizaing this game, believing it could be a worthy contender. It didn't win any awards, but it was good. Reception of its difficulty level was mixed though. This game sold 200k copies in Japan, but only did half of that in the rest of the world, combined. Nintendo of America didn't care, as the good reception was enough to ensure more collaboration with Enix on importing their titles.
There would be other good games (Super Mario RPG, Megaman X3, Kirby Super Stars, Mortal Kombat Trilogy, Puzzle League, Killer Instinct 2), and the SNES would have a good way out. That last batch of 20 games or so was pretty decent all around.
The Genesis on the other hand... yeah... a lot of... well they released Vectorman 2, Sonic 3D, Virtual Fighter Animation... not bad all around. But it arguably died a quicker death than the SNES.
The Game Gear... let's skip that one. Yeah, it was already dead by mid-1996. There were exactly 21 games released in '96.
The Game Boy was originally poised the same fate... until the February 1996 release of Pocket Monsters Red & Green. I don't need to tell you how it happened, and what happened after, but you could tell those monsters were here to stay. Nintendo decided to acquire Game Freak: those fellas needed direction. A lot of smart people, but they really needed direction. And besides, Pokémon made a lot of money. And it resurrected the aging Game Boy! Of course, an update fixing the most glaring errors of this game was sold through mail-order starting October 1996. It also spurred the development of a Color upgrade to the Game Boy. The Pocket could fill, you know, your pockets, but that was it. And Gunpei Yokoi wasn't exactly on good terms with Nintendo after the Virtual Boy's rushed development and failures. (Yes, failures in plural.)
He eventually founded Koto with the help of numerous colleagues, and Bandai passed him a few phone calls. They had an electronic pet-raising device Aki Maita and Akihiro Yokoi were making, and asked if there were some improvements to be made before the device went to market. I'm not going to explain what's a Tamagotchi, but it became school teachers and TOMY's worst nightmares. 13 million copies sold out. This eventually lead to the creation of a boys-oriened alternative, Digital Monsters, partially because while Tamagotchi caught on like wildfire to girls, boys were a bit wary and preferred Pokémon. Yeah... Nintendo and Game Freak got some competition alright...
So, about the Nintendo 64? I said it was delayed earlier because...no good games, according to Nintendo. Everyone thought otherwise, but when the console and the select launch titles eventually shipped come November 1996, they realized the Big N were right. Super Mario 64? 100/10. It had many game developers terrified. The Control Stick agremented perfectly Mario's new arsenal of moves, and let him run freely. The worlds were immersive and open-ended. The objectives were unique and imaginative. Hardly anything bad, aside of Luigi MIA. Mario Kart 64? 100/10. Perfect racing game. 16 thrill-filled tracks, 4-player action, multiple options. Pilotwings 64? 9/10. Killer Instinct Gold? 8/10. Shadows of the Empire? 8/10. A bit clunky, and nowhere near as polished as Nintendo's games, but LucasArts made an good third-persion action game, and the story was excellent. Cruis'n USA? Arguably the worst game of the lineup, but still fun nonthenless.
The 64DD and its features were announced at the Space World 1996 event, with the following games: an untitled Super Mario 64 expansion/disk port, Mario Paint 64, Pocket Monsters Stadium, Mission: Impossible, an Orge Battle entry, SimCity 64, SimCopter 64, Jungle Emperor Leo, Derby Stallion 64, a Namco sports game, a Namco RPG, a project from Capcom, and a certain infamously-delayed game coming from the Brits at DMA.
But a certain announcement made Enix and Nintendo's stocks soar tremendously: Dragon Quest VII. Enix was very confident the title felt at home on Nintendo's platform, and demonstrated you could make great titles with limited storage. Nintendo's proprietary magnetic floppy disk format was sizeable, but still not like a CD. The 64DD's expanded audio library fit Sugiyama's music like a glove. More on that later...
The Saturn was hanging there. Magic Knight Rayearth, based on an anime airing on Kids'WB, was a rather easy action RPG. Previsously released in August 1995 in Japan, this July 1996 release stars Lucy, Marina and Anemone being whisked away into the land of Cephiro, to defend it from High Priest Zagato's minions. Cyber Sled Remix, from Namco Hometek and Climax Software, was a great port of an arcade car combat game, featuring a singleplayer story, more maps and more vehicles. Dungeons & Dragons: Tower of Doom and Street Fighter Alpha 2 showed that arcade-perfect conversions were going to be a standard on the platform. We of course can't forget games like Bedlam, Re-Loaded, Killing Time and Olympic Games, who did nothing but dampen the Saturn's reputation; the PlayStation had an endless stream of games and most of them were a lot better. But everything's alright, as Sega has an ace up their sleeve...