Episode 628: The Core Nintendo Franchises

This week, Jonah, Scott and TJ have a huge debate over which franchises are the core ones for Nintendo. Mario and Zelda are the easy first two, but who is the third? Scott is also invested in what will be the next major Minecraft addition. There’s also a Gaming Flashback, looking at a minor roleplaying game from 2011, The Elder Scrolls V: Skyrim, which has no relevance in 2021.

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  • Nintendo Switch developers say they already have 4K dev kits
  • Dragon Age 4 is heading to PS5, Xbox Series X/S, PC only
  • Bloodlines 2 came close to being cancelled completely
  • Mobs announced for fan vote ahead of Minecraft Live

Let us know what you think the third major Nintendo franchise is on our Facebook page here.

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Gaming Podcast 155: Ms. Pac-Man’s For GirlsGaming Podcast 155: Ms. Pac-Man’s For Girls

This week we’re bringing the energy, talking about General Computer Corporation, Ms. Pac-Man and reading off some good listener questions (including our facebook questions). We’re hitting up the news with the following stories:

  • Microsoft Working on new motion control
  • EA shutting down game servers
  • Activision making DJ hero 2
  • Sega not making hard core titles for the Wii
  • EA cutting game prices?

This week’s question of the week, are we going to spend more money on episodic content than a single-boxed game?

Gaming Flashback: SimCityGaming Flashback: SimCity

SimCity was released in 1989, was originally called Micropolis and was designed by the infamous Will Wright. For those that don’t know Will Wright, its suffice to say he’s one of the most popular and influential game designers of our time. SimCity, TheSims, SimAnt, SimFarm and Spore are a few of his hits and TheSims has taken many records since its original release.

Wright had trouble finding a publisher for a game in which you couldn’t really “win or lose.”  Turned down by Broderbund, Wright eventually pitched the idea to Jeff Braun of Maxis.  Maxis agreed to publish Simcity as one of its first two games.

When near complete, Wright and Braun took the game back to Broderbund to clear the rights for the game.  Broderbund executives Gary Carlston and Don Daglow saw how addicting the game could be and signed Maxis to a distribution deal.  Four years after initial development, SimCity was released for the Amiga and Macintosh platforms, followed soon after by the IBM PC and Commodore 64.  On January 10th 2008, the SimCity source code was released under the GPL license as… Micropolis!

The objective of the game is simple, build and design a city.  Though the player could focus on building a highly efficient city with an ever growing populace, it was by no means required.  In a sense, open ended, the player was free to design the city as they chose.

Included in the city building experience was the possibility of natural disasters such as flooding, tornadoes and more.  Pre-designed scenarios were also included in the game such as the Boston 2010 nuclear meltdown, or mass coastal flooding of Rio de Janeiro of 2047 … even a Godzilla attack of Tokyo in 1961.

In the years to follow, the SimCity franchise would continue to expand with greater detail as SimCity 2000 (1993), SimCity 3000 (1999), SimCity 4 (2003) and a host of other “Sim” games and until the release of “The Sims” in 2000, the SimCity series was the best-selling line of games made by Maxis.

In Fall of 2008, EA will release the next child in the SimCity family, SimCity Creator for the Nintendo Wii and DS systems. And thus, history continues!