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features > closing time: a tribute to the last calls of gaming
Posted: 2006-11-07
Updates
2007-02-19: Added Neo Geo, missing systems section
2007-06-16: Clarification to Game Boy section, added "ending soon"
entries for Gamecube and Xbox, brought references
to PS3 and Wii into current tense
2007-08-28: Moved Neo Geo to sidebar, updated "ending soon" entries
2007-11-23: Sticking a fork in the Gamecube and Xbox, brought a few things up to date
2008-01-09: Updated a link and added a comment in the Sega Master System section
From age 21-25 my friends and I closed out many a bar, it seemed like a good
idea at the time. I was usually the
designated driver so I had the joy of performing the "drunken roundup" as I
called it. It also meant that I saw closing time with a sober mind. Putting
it into perspective, it was a slightly depressing time. The celebratory mood that filled the air
a mere two hours ago was a distant memory. Throughout the evening the more
desirable people trickled out the door. By the time last call was announced
several people rushed to send off the night with a final drink. They'd look for
a last minute hook-up then leave feeling dejected, sometimes angry. When closing time was
finally called there was always that one lonely drinker still at the bar,
trying to cling on until the last possible moment.
Video game systems aren't all that different. A console manufacturer starts
hinting that they're working on a new system. There aren't any final
specifications, release dates, or even potential names, just hints that
something is coming. Game publishers who have good ideas in an early
development stage hold-off until they know more. The selection for existing
systems starts to grow thinner. The console manufacturer makes a grand
announcement about their upcoming system, last call. The publishers work
overtime to produce games for it. Projects already underway for existing
systems get reassigned to the B, or even C, team. They're far enough along that
scrapping or porting them wouldn't be worthwhile. Some are rushed out the door
like the frenzy of last minute drinkers. Others sit in a stool, nursing their
drink until the bitter end, closing time.
This article is a tribute to those
games that were the final lonely patron of a once festive tavern on a Saturday
night. While another three-way console war is reaching the height of its
fury, let's reflect on the final days of systems past. Maybe we can even learn how these
now hot consoles may spend their inevitable last days.
Notes: This article only looks at official licensed games. As much as I
respect homebrew projects, they won't be considered. Only games released in the
United States are listed as well. Systems had different life spans in
different countries so I had to settle on one. Basically if
you couldn't walk into a game store in the US and buy a copy, it's not on the
list. This also leaves out the
Telegames and
Songbird Productions games, most of which were
manufactured after a system's demise and only available via mail order. I'm
sure some readers won't be happy with this but I had to apply a standard.
There are obviously some systems missing from this list. Some were omitted
because I couldn't find a definitive source for their last licensed title,
Colecovision falls into this category. Others, like the Jaguar CD,
sold too poorly or had
too few releases to be considered relevant. See the
Missing
Systems section for a more detailed explanation on these.
Contents
What better place to start than with a victim of the legendary video
game crash of 1983? We all know the story, a deluge of awful games
destroyed mainstream consumer interest in gaming. Atari was financially devastated and sold
to the incompetent Jack Tramiel. The young Atari
5200 was canned in 1984, the year when Gremlins was developed. It was
produced but sat in limbo for two years until the decision was made to
clear out the remaining stock of 5200 games.
Gremlins is an enjoyable enough game. You control a sword-wielding Billy
on a quest hack-up gremlins while preventing the fuzzy little Mogwai
from joining their ranks. If you've seen the movie it makes sense.
The Atari 5200 has the dubious distinction of being the only system on
this list that died before the system it was intended to replace.
Although I suppose one could argue the 32X and Sega CD fit this criteria as well.
Mattel canned their electronics division in 1984 after the previously
noted crash of 1983. A group of former employees formed INTV corporation
and bought the rights to the Intellivision. When the NES was released in
1985 it sparked a resurgence in the game industry. Stores started
carrying a limited supply of Intellivision and Atari games again.
In response, INTV corporation dusted-off a few unfinished games in time
for the 1987 holiday season. Tower of Doom was one of the most
advanced adventure games for the the Intellivision, even rivaling
AD&D Treasure of Tarmin. OK, I guess there were only three adventure
games for the Intellivision but they were all top-notch. Diner,
which I actually owned at the time, was the sequel to Burgertime based
on the code for an unfinished He-Man game. Dig-Dug was a so-so
port of the arcade game. It was originally written, but not released, in
1984. As a result it was inferior to the more recently published Atari 7800
version.
The last three Intellivision games were produced in 1989.
By then the system and games were only available through mail order.
The Christmas of 1987 marked the last time new Intellivision games graced store shelves.
In a twist that almost seems scripted, the last Atari 2600 game was
produced by long-departed-Atari-founder Nolan Bushnell. Secret Quest
was a decent
send-off for the venerable console, one of the better games created for
it. It looks and plays like the offspring of Adventure and Berzerk.
Maybe Escape from Castle Wolfenstein is a better comparison, you have to
find keys and keep your ammo & life meters stocked with power-up items.
It was a great game by Atari 2600 standards but couldn't touch the NES
games released in 1988 like Metal Gear and Zelda II: The Adventure of
Link.
1988 also marks the year that Atari unsuccessfully sued Nintendo
for engaging in monopolistic practices. This was one of many bad
decisions by Atari, a couple others will pop-up below I believe..
Just be glad I didn't use the animated version of this image
Midnight Mutants stars Grampa from the Munsters, or maybe the Addams
Family, I don't know the difference. He's been kidnapped or something
and you have to rescue him. It's an adventure-ish game. You have to find
items and do some exploration at least. It's not the Legend of Zelda but
it's alright.
I've seen FAQs and such that claim the Atari 7800 was better than the
NES from a technical perspective. No one that's played both systems
could honestly believe that. If that were true I'd expect Midnight
Mutants to be at least equal to, if not better than, NES games of 1990.
Not even close. The 7800 was a fun system and had some decent games,
but it didn't stack-up against the NES or Sega Master System.
Sonic the Hedgehog for the Sega Master System isn't a port of the Genesis version. The levels are different, the
enemies fewer, but the idea is the same. Technically speaking, it shows
again that the Sega Master System could produce some high-quality games.
Unfortunately for Sega in the 80s, the few outstanding Master System
games couldn't hold back the flood of NES titles. The Master
System was dead in the US by 1991 but still had a substantial following in Europe
and Brazil. I
suspect Sonic the Hedgehog was largely developed for sale overseas, it
was easy enough for them to release a US version too. The combination of
the low-cost Sega Master System II and Sonic the Hedgehog likely swayed
a few parents who didn't want to drop $200 on the Genesis equivalent for
Christmas.
The Sega Master System would enjoy another seven years of new releases
in Brazil courtesy of
Tec Toy.
They continue to sell a licensed variant of
Sega
Master System with 131 built-in games (and if anyone from Brazil is
reading this I'd love to know if you can help me buy one).
Note:
An extremely generous person from Brazil did contact me and it turns out
that between the cost of the system and shipping it would come to
$150-$200. I'm leaving
the original comment and this note up for anyone reading this that's
also curious
about the cost of getting one imported.
Sidebar - New Compact Design
Many systems in their last days will be re-released in a new compact design.
These remodeled systems are designed to be inexpensive, often dropping support for unpopular peripherals.
They serve two purposes, the first is to provide a cheap entry system aimed at parents.
If your kids are nagging for a game system you can either spend $200-$300 on the latest console with 1-2 games or
$50-$100 on one of these compact systems and several games. It's a no-brainer for the family on a budget.
The other purpose is to offer replacement hardware for devotees with a dead system.
I picked-up one of the compact NESs for this exact reason.
Under fifty bucks, now isn't that nice. The
Atari 2600 Jr. was
released around the same time as the Atari 7800. Since the 7800 was
relatively inexpensive and
backwards compatible with the 2600 this
system didn't really take off.
I remember seeing the Sega Master System II for sale a KB Toys for a decent price.
I was tempted to buy one but already had a Power Base Converter and couldn't justify the redundancy.
In 1993 the NES received a facelift and was re-designed into a smaller top-loader.
The controllers were rounded off to resemble their SNES equivalent, which also had the benefit of making them more comfortable.
The drawback to this model is the absence of A/V ports.
The compact NES can only be connected through an old-school RF
box. It also doesn't work with the Game Genie unless you're handy with a
hacksaw.
In 1998 Sega licensed production of the Genesis to a 3rd party. The
result was the Sega Genesis 3. Due to a reduced chipset the 32X,
Sega CD, and Power Base Converter won't work with this system. Priced at
only $30, it's a good replacement for a dead system.
The compact Super Nintendo was bundled with Yoshi's Island.
Nintendo has made very few mistakes when it comes to the Game Boy line
(note: that's Game Boy line, which would exclude the Virtual
Boy).
It was puzzling to some how they continued to manufacture a black & white system while Sega, Atari, and NEC all had technically superior alternatives.
Instead of competing on visuals they relied on lower price and better game selection.
In the end the Game Boy drove all other handhelds into obscurity. Along the way they made a few odd decisions.
In 1995, when consumers asked for a color system they responded by repainting the Game Boy itself.
Sega thoroughly mocked Nintendo in a series of television ads for this.
In 1996 Nintendo redesigned the Game Boy again. This new model, dubbed
the Game Boy Pocket was leaner than its predecessors. It would be
shortly deprecated by the Game Boy Color.
A comparison between the PSOne and Atari 2600 Jr. can be made in
that the PSOne was released when the backwards compatible Playstation 2
was on the shelves. The difference in this case is that the Playstation
2 was going for $300, if you could even find it. This system is
remarkably small; it's great to take on a business trip because it uses up practically no room in the suitcase.
Of course there are exceptions
For their final hardware release, the Intellivision Model III reverted back to a larger design.
The TurboDuo combined the TurboGrafx-16, CD, and Super System Card into one unit.
It sold for $300 and was marketed as a competitor to the Sega CD.
The Sega CDX was a compact Sega Genesis/Sega CD combination unit.
It was released when the Sega CD was still a viable system and was by no means inexpensive.
The Lynx II was designed to make the platform more competitive
with the Game Boy by reducing the bulky size and increasing battery
life.
The original Panasonic 3DO was the size of the average VCR and
cost $700. When Goldstar manufactured a lower-cost model Panasonic
responded by releasing a smaller, cheaper version of their system.
The slim PS2 came out in the midst of the PS2-Xbox war.
The new style gave it a sophisticated image that blended-in with any entertainment center.
It also presented a sharp visual contrast to its bulky competitor.
At the time of this writing it's still a strong seller. There are rumors floating
around of a slimmer model being released in 2008.
The Game Boy Micro appeared to be Nintendo's attempt to put the GBA line out to pasture.
The strong sales of the GBA SP nixed these plans. The small screen and
lack of support for the classic Game Boy line left the Game Boy Micro
unpopular.
The Nintendo DS Lite was released at the height of the system's popularity.
Rather than offer a cheap alternative, the DS Lite was intended to draw in non-traditional gamers.
It has been a smashing success worldwide and cemented Nintendo's dominance in the portable market.
It feels like the TurboGrafx-16 was the shortest lived system on
this list (the Virtual Boy earns that "honor"). 1993 was near the
height of the 16-bit console war and the TurboGrafx-16 couldn't keep up
with the Genesis and Super Nintendo (although the Japanese equivalent
PC-Engine would survive until 1997). What ultimately killed the system
was the near total absence of third party support. Hudson Soft was one
of their few supporters and published the last game in the US. Bomberman
and Bonk were the closest the TurboGrafx-16 had to franchise characters.
In that regard, Bomberman '93 was a "safe" game to publish
even while the system was faltering. The TurboGrafx-16 had a dedicated,
albeit small, following that was practically guaranteed to buy X copies
of a franchise title.
Bomberman '93 was marketed as a "party game", no surprise it was announced
to be a launch title for Nintendo Wii Virtual Console.
I'll admit it, this game totally confused me. Maybe I should have read
the manual or something. If I recorded commentary the first time I
played
Wario's Woods it would have gone like "
OK, looks like I'm
Toad. There's some weird puff things on the ground, am I supposed to
pick them up or something. Oh look, some bombs. I'd better keep those
away from the puff things I guess. OK, I stacked a bunch of bombs and
they blew up but nothing happened, maybe I'm supposed to kill those cute
little puff balls. Yup, that did the trick. Now there's an angry tree
descending, screw you tree dude. What's with the pink Muppet in the
corner. Doo do do-do-do, menomena! This game sucks."
Like the previous two entries, the NES finished it's run with a
franchise title. Well, there's Toad and something that rhymes with
"Mario" in the title so close enough. I don't remember it coming
into
Electronics Boutique when I
worked there. By that time we only had a couple new NES games, like
Startropics 2, stuffed into a single shelf below the Game Boy
accessories. If we received Wario's Woods it would have been in
displayed in the same low-profile location.
To paraphrase
something I said about
China Warrior: "
if you like novelty-sized sprites, you'll
love Bonk 3". If there was one thing the TurboGrafx-16 could do
better than its competitors it was giant sprites. The third installment
of the Bonk series illustrated this in grand fashion. Originally a
Turbo-Chip game, Bonk 3 was ported to CD in December 1994. The
differences were limited to the soundtrack which received a make-over.
The original Bonk game was a decent platformer. It was fun but not
great. Bonk 2 was a significant improvement and could hold it's own
against Mario or Sonic. Bonk 3 regressed a bit, the levels seemed to be
ripped directly from one of the prequels. Very little was added to the
game except power-up candies that grow or shrink the title character,
ala Alice in Wonderland.
There's not much I can say about the Lynx that isn't common knowledge.
It's capabilities blew away the Game Boy but it was never a serious
challenger. Poor battery life, high-price, and abysmal third-party
support were the culprits.
The Lynx was officially canceled in 1993 but the last licensed US
release,
Super Asteroids and Missile Command, snuck out in 1995. It maintains a small, loyal fan base and
limited releases from
Songbird
Productions.
When the Saturn was announced Sega CD projects started dropping like
flies. Seven months after the famous surprise launch the Sega CD was
finished. I
was a loser working video game retail
that Christmas and let me assure you it was dead. It wasn't
that every Sega CD owner switched to the Saturn in the previous seven months, it
was that new Sega CD games completely stopped. I'd seen systems die out
before, but not one with the resounding crash of the Sega CD. It went
from one of it's best releases, Eternal Champions, to slamming into a
brick wall in no time. When
Surgical Strike hit the shelves we had
already stopped carrying the hardware and practically every
game.
If the Sega CD+32X is considered a separate platform then Surgical
Strike was
almost the last game for it as well. The box offered a
free mail-in upgrade to the 32X version. However, it was cancelled (and
never available in stores anyway thus disqualifying it from this list).
For the record, I didn't bother researching the "Last Call"
for Sega CD+32X because there were only six games published for it
(tying the SuperGrafx). Although I believe Fahrenheit holds that
distinction.
Shadowrun, the final release for the Mega Drive CD in 1996, was nearly
the last American Sega CD game as well. However, the US version was
cancelled leaving the honor to Surgical Strike.
Like the Lynx, there's not much to say about the Virtual Boy that hasn't
been said a thousand times. It will go down as Nintendo's biggest
blunder and one of the worst consoles developed.
Tetris 3-D would have been a great pack-in title for the Virtual
Boy.
Maybe Nintendo wanted to prevent people from thinking "Game Boy = Tetris".
Whatever the case, this game didn't hit the stores until the Virtual Boy's final days.
By then the system and game library were being cleared out for a
fraction of the original price.
The poor 32X was always waiting for that one game that would turn it's
fortunes. Should have been
Mortal
Kombat II, but it was released too late. In it's final months it
could only manage ports of Space Harrier and Pitfall: The Mayan
Adventure that were minimal improvements over the Genesis editions.
Spider-man: Web of Fire had the potential to buy the 32X a little time.
A popular comic book character starring in a well-reviewed game.
However, it saw very limited distribution and was largely forgotten
behind the ferocious Saturn vs. Playstation battle.
As 32X platformers go it's par for the course. It looks slightly better
than the average Genesis game but worse than the average Super Nintendo
one. The control is a bit wild and you spend a lot of time falling off
buildings as a result. I'm a fan of the 32X for some reason but wasn't
impressed with Spider-man: Web of Fire.
This game is now a rarity that fetches a hefty sum on auction sites.
We're only hitting the halfway mark for 1996, The Saturn and Playstation
were in full-swing, the Nintendo 64 was on its way, the PC game market
was reenergized by Windows 95. It's only logical that a great purging of
old systems would occur in 1996.
3DO development came to grinding halt when the M2 was announced in 1995.
The few companies that still supported the 3DO moved their projects to
the eventual vaporware platform. A trickle of games would be finished
and released in 1996 for the rapidly fading 3DO with Casper being the
last to see daylight. Just what we needed, another mediocre game based
on a mediocre movie. Looking back, I'm surprised the 3DO didn't have
many of these bad movie spin-off games.
In 1996 Sega dropped support for anything that wasn't the
Saturn. The Game Gear was a victim of this process. Despite being
technically superior, it never kept pace with the Game Boy. Sega finally
threw in the towel in 1996 but still snuck out one last game, Sonic
Blast. Don't let the name fool you though, this is not a port of the Sega
Genesis game. It's your typical 2D, side-scrolling Sonic game.
The Game Gear would be briefly re-released in 2000 but no new games were
published.
There are a lot of obvious statements that can be made about the ironic title of this game.
By 1996 the Atari Jaguar was by no stretch fighting for life. With consoles slashed to $50
and cleared off store shelves it was dead. Fight for Life was merely a tombstone marker.
There were grand plans for this game, it was to be Atari's answer to Virtua Fighter.
Virtua Fighter 2 was selling a lot of Saturn systems, even to gamers left skeptical by the the Sega CD and 32X.
Atari hoped this 3D fighter would breathe new life into the system.
However, it came out too late to have an impact.
Stores had relegated the Jaguar library to the clearance bin and wedged-in
a full-price Fight for Life by default.
Fight for Life was a dreadful game and belonged in the clearance bins
though. Like every other game Atari made for the Jaguar, it had that
weird polygon-abuse look with unbearably slow animation. Atari's thought
process must have been "people loved Hard Drivin' in 1988, let's
make everything look like that!" Fight for Life suffered
the same problems as the majority of the Jaguar library and ultimately
is just as forgettable.
The Sega Genesis and EA Sports line enjoyed a symbiotic relationship.
Without the strong sports library the Genesis would have gone the way of
the TG-16. Without the Sega Genesis EA Sports may not exist today. In
the late 80s Electronic Arts wanted to enter the console game market.
However, they found Nintendo's licensing terms too restrictive and opted
to develop for the Genesis. Sega conceded to some of EA's requests such
as allowing them to manufacture their own cartridges and packaging. The
EA Sports division became a game publishing powerhouse. Nintendo would
ultimately loosen their licensing policies allowing EA to develop for
the SNES. However, without the Genesis there's a good chance EA would
have abandoned all thoughts developing for game consoles. How did EA
ultimately thank Sega for this? By acquiring exclusive rights to nearly
every sports league, thereby destroying the entire Sega Sports division.
It was only fitting in this way that EA published the last three licensed
Genesis games. John Madden Football '98, NBA Live '98, and
NHL '98 all hit the stores in the early fall of 1997. I'm sure it wasn't a great effort for
them. Take the '97 version, update the rosters, add a few bells 'n
whistles, bam! '98 version complete. OK, I'm sure I'm oversimplifying
the development process but not by much.
My only complaint about these three games is that you have to go through
87 menu screens before you can play. To this day they can't seem to
merge "select team" and "select which player controls
which team" into a single menu.
The death of the Super Nintendo marked the end of 2D console gaming.
Sure, there are some 2D-style platformers and shooters released from
time-to-time. Let's face it though, since the Super Nintendo the focus
has been almost entirely on cranking-out 3D graphics with wicked shading
effects and kewl-@ss textures. You can have your Halo 3; I'll take
Zelda: A Link to the Past or Super Metroid over it any day.
I've never been a fan of the Kirby series though. The original NES game seemed
too kiddy so I never gave the sequels any thought. Even when researching
this article I couldn't bring myself to try it. I groaned when I saw the
title screen for Kirby's Dream Land 3. There's Kirby, some hamster dude, a fish, an angry
purple bird, and
the other Pokemon-looking guys. Maybe it's a great game but I'll never
know.
Sidebar - Sega Genesis & Super Nintendo Frogger (1998)
It's an odd twist for the two bitter 16-bit rivals to technically end on the same note.
In 1998, the systems were both available in compact models for low prices.
New game production stopped but toy stores still had a supply that would last for a while.
Konami must have figured there was still a viable market for cheap, family-friendly games.
They cranked-out a low tech remake of the arcade classic Frogger for the
former dominant consoles.
I was introduced to Working Designs by a game called Cosmic Fantasy 2 on
the TurboGrafx-16 CD. I was instantly a fan of their games and built a
library of their 16-bit CD selections. Unfortunately I couldn't afford a
Saturn or Playstation
back in the day
so I missed out on their 32-bit games. They now sell for an astounding
sum on auction sites.
If there's one thing Working Designs was (in)famous for it was taking
forever to develop games. I can respect that. I'd rather wait for a
high-quality game than play another uninspired me-too one. The downside
of course is that sometimes you can take
too long to finish a
game. Such was the case for
Magic Knight Rayearth. The Saturn collapsed
around its third birthday but Working Designs was still working on games
for it. Lunar: The Silver Star Story, a potential savior of the system,
was scrapped. Magic Knight Rayearth was close enough to completion that
Working Designs published it in time for Christmas.
I have no idea what Pokemon is nor do I have any desire to find out. The
fact that there are males my age into it leaves me speechless.
In 1999 Nintendo was trying to wean gamers off the B&W Game Boy and
onto the backwards compatible Game Boy Color. Pokemon Yellow: Special
Pikachu Edition was a re-release of Pokemon Yellow with some support
for the Game Boy Color built it. Yeah, every classic Game Boy game
worked in the Game Boy Color but there were some tricks to make games
look better in the newer system. This was a way for Nintendo to support
both systems while giving people the hint that they should upgrade,
similar to their Twilight Princess strategy.
I've received some feedback noting that several Game Boy Color games
were compatible with the original Game Boy. This was the last game made specifically
for the original Game Boy and it's perfectly debatable whether the Game
Boy Color games "count". For the sake of completeness, the two Dragon Warrior Monsters 2 titles, released in
September 2001, earn the distinction of being the final Game Boy
compatible games.
Dreamcast, we hardly knew you. Although it was technically on the
shelves for three years it felt like it was only a few months. Well, maybe
I just feel that way because I bought it for $99 when it was cleared out
in 2001. I still have troubles understanding why it wasn't competitive.
Graphically, I can't see the difference between it and the PS2 or Xbox.
I'm sure some PS2/Xbox fanboys will foam at the mouth at this statement.
Whatever. I think the Dreamcast more than holds its own against the
other systems of its era. The Dreamcast, like its grandfather the Sega
Genesis, ended with a hockey game. For a sport that gets lower ratings
than poker it's amazing that hockey video games sell. Of course I doubt
90% of the people who buy hockey games can name a single player in the
league. Unless Wayne Gretzky is still playing I'm in the same boat
(well, except the last hockey game I bought was the original NHL Hockey
for Genesis at a garage sale for a cool buck).
Like the Sega Genesis, the Dreamcast called it quits with an update to a
sports franchise. Unlike the EA '98 releases for the Genesis, NHL 2K2
was a notable improvement over it's predecessor. The initial NHL 2K was
so poorly received that they passed on releasing a 2K1. The result was a
more refined 2K2 sequel. Unfortunately it was released more than a year
after Sega ceased production of the Dreamcast.
Lately I've heard a few comparisons between the Nintendo 64 and
Playstation 3. The Nintendo 64 was released a year after the Playstation
and faced an uphill battle. The Playstation had it's second generation
games hitting the shelves while the Nintendo 64 was showcasing launch
titles. The technical specifications between the consoles were close
enough that it was irrelevant. The same conditions exist today as the
Playstation 3 tries to catch up to a hot Xbox 360. If the Nintendo 64 is any indication, the Playstation 3 will
face difficulties.
Still, the Nintendo 64 managed a six-year run and produced some of the
most critically acclaimed games of all time. It's final release, Tony
Hawk's Pro Skater 3, is among the top-rated titles.
In an interesting footnote, Tony Hawk's Downhill Jam was a launch title for the Nintendo Wii.
The Game Boy color was an unnecessary system in many ways. It was
released in 1998 when Nintendo had long vanquished their competitors in
the portable market. The Game Boy Advance was presumably in development
at the time. For all intents and purposes the Game Boy Advance is a held held
Super Nintendo while the Game Boy Color is only a souped-up NES.
Certainly Nintendo could have slid by with the black & white Game
Boy for a couple more years.
Harry Potter and the Chamber of Secrets is one of those variety games
where you do something different in each level. There's a flying stage,
wand shooting stage, exploring stage and so on. Most games of this type
can be labeled "jack of all trades, master of none", Harry
Potter and the Chamber of Secrets is no exception. That's not a knock on
the game, it's meant for kids and serves its purpose.
Sidebar - Neo Geo - Samurai Shodown V Special [AKA Samurai Spirits Zero Special] (October 2004)
This is a slight exception to the "if
you couldn't walk into a game store in the US and buy a copy, it's not on the
list" rule. My own experience with the Neo Geo is limited. I
first heard of the system way back in high school, 1990 or 1991. The
~$700 sticker price, and ~$200 games, put it way out of my reach. There
was one obnoxious rich kid whose parents bought it for him and it
delighted him to talk about his beloved Neo Geo. "Yeah, you can
play a total of four games. Good for you." was my reaction.
A couple of years later in the junior college game room I'd see people
crowded around the Neo Geo arcade machine battling away at Samurai
Shodown. I tried it but didn't care for it nearly as much as Street Fighter
II or Mortal Kombat. It was too slow paced and filled with with illogical special
moves. Let me just fire off a quick back, forward, half-circle forward,
back, A. My opponent will never see it coming. I'd
briefly get into one of the King of Fighters games but it didn't hold my
interest for long. Bust-a-Move was different story altogether. I got
hooked on that in the arcade and bought the Super Nintendo version the
day it hit the shelves. After that I never touched a Neo Geo again.
I originally passed on including the Neo Geo in this article because it
obviously wasn't a big seller. However, when I realized it lasted for 14
years I rethought the relevance of the system. Yeah, it'll always be
better known as an arcade machine but it was also a home system. It was
a novel idea. An arcade system with interchangeable cartridges that can
also be played at home. Unlike the 16-bit systems of the time, the Neo
Geo could literally deliver an arcade game in your living room.
The slow
death of the arcade, and MAME, ultimately led to the demise of SNK. They wrapped-up their groundbreaking system with Samurai Shodown V
Special [AKA Samurai Spirits Zero Special]. Why does every Neo Geo
game have an alternate name? I assume it's a translation thing, they are
infamous for wacky translations after all. Whatever the case, it was the
last installment of the fighting series that graced arcades for over a
decade. I doubt there will ever be another system that tries to do what
the Neo Geo did.
I'm doing some quick math and the 9-year production run of Sony
Playstation games ties the NES. I think they were equally important
systems. The NES rebounded the entire video game industry, the Sony
Playstation expanded it beyond the core market of kids and nerds. Like
the NES, the Playstation had several years of new game releases after
its predecessor was out.
The FIFA series began on the Sega Genesis and was an immediate hit. Like
Hockey, I think more people buy FIFA soccer than watch it on TV. I'm not
going to launch a big "soccer is boring" rant but let's just
say FIFA soccer is 1000x more exciting than the real thing (same for
hockey). I was a little surprised when I saw Madden 2004 for Playstation on the
shelves in 2003. Given EA's record of releasing updated games for dead
consoles it wasn't too big of a shocker though. However, it was quite
surprising to learn that FIFA Soccer 2005 was
released for the Playstation in October 2004 while passing on Madden
2005. Of the two I'd expect Madden to greatly outsell FIFA, even to a
diminished Playstation market.
For the sake of thoroughness I'll note
that NFL Gameday 2005, released in August 2004, was still available
new in stores until late 2006 after FIFA 2005 was generally gone.
I know it's atypical but the Nintendo Gamecube is my favorite of the
"last generation" systems. It offered a return to the basics,
to simplicity, while the others tried to make games more epic and
complicated. Looking back, it was preview of Nintendo's direction to
come with the DS and Wii.
Unlike Nintendo's previous entries, production of new Gamecube games
halted almost immediately after the replacement system was available.
Porting Gamecube projects to the Wii is apparently simple given their
similar architecture. Even easier is slapping a new roster on an
existing game engine. With little publicity, EA Sports produced a
Gamecube version of Madden 08 along with all the "next-gen"
editions. Some retailers declined to carry it, making it tough to find
in stores, but it was there for anyone looking hard
enough.
Power Rangers: Super Legends was almost the final
Gamecube game. It was scheduled for release in November 2007 but quietly
cancelled. Adding to the confusion, several online stores are still
taking pre-orders for it.
Like the Gamecube, the last newly published game for the Xbox is Madden
08. The reviews say it's indistinguishable from Madden 07, which is
not surprising. There's a very healthy base of Xbox owners who haven't
upgraded to a newer console and Madden 08 will be a hit with them. The
bad news for them is that this is the last new game they'll see
unless you want to count repackaged "Platinum Hits" titles.
I suppose there's still a 1%-5% chance another sports update will be
squeezed out for the original Xbox. It's relatively easy for a
powerhouse like EA Sports to crank out another annual update. If the
install base stays high enough they'll keep doing it. Go into any game
store and you'll see that the original Xbox has a greater presence than
what's left of the Gamecube.
I have a strong suspicion that Madden '08
is sign of how most future consoles will end. It would not shock me in
the least if the next three entries I add below this some day are all
Madden sequels as well.
While writing this article I learned that "Last Call" games
fit into one of four categories:
Franchise Games: Sonic the Hedgehog, Bomberman '93, Wario's
Woods, Bonk 3, Super Asteroids and Missile Command, Tetris 3-D, Sonic Blast,
Kirby's Dream Land 3, Pokemon Yellow: Special Pikachu Edition, Samurai Shodown V Special. Call it "going out on your own
terms". Instead of letting the system die with whimper there's one
last game featuring a favorite character or title. Of all four, this is
my favorite way to see a system wrap things up. It also seems to be Nintendo's
trademark.
Yet Another Sports Update: EA '98 line for Genesis, NHL 2K2, FIFA Soccer 2005,
Madden 08.
Again, updating an existing sports game with a new roster isn't rocket
science. Low production costs + guaranteed sales of established brand =
generous profit. They'd be stupid not to do it.
Last Ditch Effort: Intellivision Christmas '87, Secret Quest,
Spider-man: Web of Fire, Fight for Life. Sometimes a publisher will
try to resuscitate a failing system with a "killer app". They
think they can get out that one game that will turn the tide. In
the process they may produce a memorable title, but not the desired
turn-around. Sometimes, as with Fight for Life, they illustrate exactly why
their system failed. Using the bar analogy, they're the guy dumping
coins into the jukebox when everyone else is leaving.
We've Come This Far, We Might as Well Finish: Gremlins,
Midnight Mutants, Casper, Magic Knight
Rayearth,
Tony Hawk's Pro Skater 3, Harry Potter and the Chamber of Secrets.
Game development is an expensive and time-consuming effort. When a new
system is released game companies need to take a hard look at ongoing
projects. Their options are: port the game to the upcoming console,
cancel the project, or finish for the soon-to-be-discontinued
platform.
There's a book I'd recommend titled "Collapse". In it the
author answers the question "what was the Easter Islander who
cut down the last tree thinking when he did it?" The answer is
that the deforestation of the island occurred over such a long period
that he had no memory of the lush forests once there. Not to
trivialize the destruction of an entire population, but an analogy can be
made to gaming. When someone saw Wario's Woods in the shelves in 1994
they probably never thought "is this really the last NES game?"
Gamers have a short attention span and by December 1994 it already
seemed like the NES was ancient history. The days of its dominance were
long-forgotten.
I think the bar analogy is still the more apt one though. Some game
systems, like the NES and Playstation, were the club with a line out the
door. The really trendy, free-spending, patrons left at the first sign
of an even trendier establishment. Everyone else soon followed. Other
game systems, like the Jaguar or Turbo-Grafx 16, were the dingy tavern
with a dozen depressed drinkers. A few "cool" people would
stumble in but leave after seeing the rest of the crowd. When closing
time rolled around the few customers left were more depressed than when
they entered.
I wrote this article because I thought it would be fun to
chronicle these final games. In a way it turned out to be almost sad. These systems
gave gamers countless hours of escape from their worries. These final games consumed
months of development effort only to be instantly obscure. In the end they couldn't avoid the fate
that every video game system will suffer.
We're not that far from seeing the final release for the Playstation 2 now.
I know it's outselling the Playstation 3 by a huge margin but I imagine Sony
is going to put the clamp down soon. I think the PSP will die sooner than most expect.
Even the seemingly invincible Game Boy DS and venerable GBA will see their last call.
Let's take a gaze into the crystal ball to see what the future holds for today's systems..
Playstation 2:
It's not a bold prediction to say the last Playstation 2 release will be John Madden Football.
The question is which year?
By late summer of 2008 the Playstation 2 selection should be pretty dry, but expect to see a Madden
'09 anyway.
It wouldn't even be surprising to see a Madden 2010 sitting all alone on a shelf in
a few years given the Playstation 1 release of Madden 2004. My prediction:
Yet Another Sports Update, probably Madden 2010.
Nintendo DS / Game Boy Advance:
It will be a good long time before support for these games will die.
The actual hardware will vanish someday.
Nintendo will replace these systems with some new, slimmer, brighter, handheld.
It's almost a guarantee that this theoretical system will be compatible with one or both of these lines.
However, with no known plans for such a system these will see new titles for years to come.
Even with the DS being the "unofficial replacement" for the GBA, there's still a healthy supply of GBA titles hitting the shelves.
My prediction: Too Early to Call.
Xbox 360, Wii, Playstation3:
Obviously it's too early to tell where these systems will end up.
Of the three, I think the Wii will have the longest shelf-life.
Microsoft will eventually release the Xbox 720 (or something with a similar name), at that point the 360 will see the same rapid decline the original
Xbox experienced.
The Playstation 3 seriously has the potential to bomb.
There are enough rants out on the internet about this that mine isn't needed.
Let's just say I'm wagering on it tanking.
Nintendo is marketing the Wii like the DS.
It's not the most powerful system but even your Mom can play it.
It has the potential to be a fixture in homes for 8-10 years. On the
flip-side, the gamble on motion sensor controls and cutsey games could totally backfire and
send the Wii to an early demise.
Although this article is already incredibly long, I would like to expand it
further. There are a few systems missing from this list for a plethora of
reasons. For the sake of completeness I'd like explain why certain systems
are missing. A few of these I'd like to include if I can track down a definitive
"last call" for them (I'm always open to contributions in this
area). Most don't make sense to include though.
Anyway, enough rambling. Here are the missing systems in mostly
chronological order:
- Odyssey/Odyssey2: It's nearly impossible to find accurate
release dates for Odyssey/Odyssey 2 games.
- Colecovision: This absolutely should be on the list but I
can't find anything that points to what the last release was.
- Vectrex: The shelf life for the Vectrex was just barely over
one year. It's very popular with collectors today but its actual impact on
the game market was minimal. It's unlikely I will go back and add this
system.
- Philips CDI: "Game" system is a stretch for the CDI.
It was more of an educational system that happened to have a few
games. It was never really a serious player in the game market. I'll
probably end-up including it some day if I can hunt down enough
information though.
- Sega Pico: This is borderline in the relevancy department. It
was carried by major game retailers but marketed at young kids. My
three year-old loves the one we found for $1 at a rummage sale at
least. I might add it just for fun.
- Sega CD+32X: I have a difficult time considering this a
"unique" system. Yeah, a few games were made that required
both the Sega CD and 32X. Most of them were also made for the
Sega CD too though. The Sega CD and 32X already have their own
sections and that's good enough.
- Atari Jaguar CD: The game library hovers below twenty and
were stocked by a small number of stores. The few game retailers who
carried the Jaguar CD only offered a 2-3 games. This is also from my personal
Electronics Boutique recollection of the time. We briefly had the
Jaguar CD and a couple major games like Dragon's Lair. Well,
"major" in the sense of name recognition. For whatever it's
worth, my gut feeling is that Highlander was the last game for this
system.
- Amiga CD32: This system was only carried in niche computer
stores. At least, the only time I ever saw one was in a now-defunct
Amiga store. Not "Amiga Store" like "Apple Store"
but a computer store that just happened to specialize in the Amiga.
- Game.com: This handheld had a very short shelf life and an
even smaller library. The last three releases for the system are
documented but in no particular order. I may put together something like
the Intellivision "Last Christmas" section for this niche
handheld.
- Neo Geo Pocket/Neo Geo Pocket Color: The relative obscurity
argument can be used here. I follow video games fairly well and didn't
even know this existed until I saw it on clearance at a Toys 'R Us.
- Nokia N-Gage: It's a tad tough to say when, or even if,
they've stopped making games for the N-Gage. Last I read, Nokia was
planning to use N-Gage technology in phones but not marketing it as a standalone
device. Kinda like buying a phone with Java installed I guess. So if I
decide to go back and add this I'll have to go with whatever the last N-Gage
cartridge was.
Anything not listed here should be filed under the "not relevant"
category. This would include semi-educational cartridge-based systems aimed
at kids, various short-lived obscure consoles from 1980-1984, computers
marketed as game machines (Atari, Sega, NEC, and Commodore all made things like
that), and several other handhelds that didn't break into mainstream retail.
Researching this article was a bit tougher than I expected. I thought a
simple Google search for "
last game released for [INSERT SYSTEM NAME]"
would suffice. Nope. A lot of this information had to be dug out of FAQs and
conflicting release lists. I don't promise this is 100% accurate but if it's
not it's darn close.
I would respectfully ask that you review these sources before sending any
potential corrections. I am extremely open to feedback, and will gladly
update anything that's incorrect here. However, the vast majority of the
feedback I receive is in the form of "
Hey moron, I saw [game X] in
the store after you said [game Y] was released, your entire article is
totally wrong". Unfortunately personal accounts are not a valid
source of fact. I'll use the example of the 32X: Space Harrier was released
before Spider-Man: Web of Fire and was available new at stores for several
months after Spider-Man. The overall rarity of Spider-Man made it highly unlikely
many people saw it at all. To most shoppers Space Harrier was the de facto
last game available for the 32X. As recently as summer 2007 I saw brand new
PSOne games on the shelf at my local Best Buy. However, they were all
published before FIFA 2005. People may interpret "last game for system
X" differently and they're free to do so. I've tried to define a set
criteria and offer support for the games listed here. Still, I am open to
corrections based on documented sources.
Below are the sources for this article and the
rationale for why certain games were considered the "last"
releases for their respective consoles:
[1] Wikipedia says Spider-man: Web of Fire was released in 1996,
the Sega 32X Game List says 1995.
I opted to go with 1996 based solely off memory.
My personal recollection (for what it's worth) is that this game had a very
limited distribution. I concede that it may "technically"
have been released in 1995 but most stores didn't see it until 1996 (if at all).
[2] MobyGames and the SNES Rarity Guide and US Games List both list
Frogger as the last SNES release in the US.
The official SNES game list from Nintendo.com does not have this title listed.
The SNES list has NBA Live '98 as being the "last" SNES release in
March 1998. The other guides have NBA Live '98 as being a 1997 release which
seems more likely as the titles of EA Sports games are typically a year
ahead. Kirby's Dream Land 3, definitely released in November 1997, was
considered the "last" SNES release for this
article.
[3] MobyGames lists Aerial Assault as being released in the US in 1992. The
Sega Master System Game Guide and Sega8bit.com place it in 1990 (which is
the copyright year on the title screen but may not correspond to the release
year). The Sega Master System Game Guide also lists Arcade Smash Hits as
being released in the US in 1992. Sega8bit.com lists this as being released
in Europe only. Sonic the Hedgehog, listed as a 1991 US release by all
sources, appears to be the most accurate selection.
[4] Support for the Lynx is listed as ending in 1994, Super Asteroids and
Missile Command was apparently released in 1995.
[5] Casper is listed as the last 3DO game by Digital Press. Google groups (usenet)
archive was also used to verify this based on conjecture.
I
stopped working at Electronics Boutique/Waldensoft in August 1996 and
don't recall this game being released, however our location had largely
discontinued the 3DO.
[6] Some sites incorrectly list Gremlins for 5200 as being released in 1984,
they are likely confusing it with the 2600 version which was released in
1984.
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Legal Notes
Unless otherwise noted, all content is copyright (c) 2006-2008 Hugues Johnson and
may not be redistributed in any form without express permission.
All games and systems are copyrights of their respective holders.
This site has no affiliation with any of these copyright holders.
Some pictures of game boxes and systems were blatantly ripped-off from eBay auctions.