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1996

19 games in archive from 1996

Mario Enters the Third Dimension and Pokémon Begins to Conquer Japan

The Nintendo 64 launched in Japan in June 1996 with Super Mario 64, a game so fundamentally different from everything that preceded it that it effectively invented the language of 3D game design. Quake redefined the PC first-person shooter. Pokémon Red and Green launched in Japan in February, beginning a franchise that would become one of the highest-grossing entertainment properties in history. The year was a collision of futures arriving simultaneously.

Nintendo 64 Launches in Japan (June 1996)
The N64 launched on 23 June 1996 in Japan with Super Mario 64 and Pilotwings 64. It sold 500,000 units on launch day, immediately selling out, despite a price of ¥25,000 and competition from an entrenched PlayStation user base.
Pokémon Red and Green Launch (February 1996)
Nintendo and Game Freak launched Pokémon Red and Green in Japan on 27 February 1996 after six years of development. Initial sales were modest but word-of-mouth, supported by the trading mechanic requiring two Game Boys and a link cable, built the audience steadily through the year.
Quake Ships and Redefines the PC FPS
id Software released Quake on 22 June 1996, the first true fully-3D first-person shooter: polygonal enemies, real-time lighting, and a physics engine that could be exploited for movement techniques — bunny-hopping, rocket jumping — that created a thriving competitive scene.
Resident Evil Creates the Survival-Horror Genre
Capcom's Resident Evil launched on PlayStation in March 1996, combining Alone in the Dark's cinematic camera angles with action gameplay, inventory management, and genuine tension to create the survival-horror genre as a commercial and critical force.
Sega Saturn Struggles Outside Japan
By the end of 1996, it was clear that the Saturn would not achieve the global market success Sega needed. PlayStation sales were outpacing Saturn two to one in North America, and even the Saturn's strength in 2D sprite-based games could not compensate for its 3D weaknesses.

Super Mario 64 and the Grammar of 3D

Super Mario 64 was not the first 3D game — Virtua Fighter, Tekken, and numerous PC titles had used polygonal graphics — but it was the first game to solve the fundamental design problems of 3D action in a way that was immediately comprehensible to a broad audience. Shigeru Miyamoto and his team at Nintendo EAD spent years iterating on the movement model, the camera system, and the level design philosophy, and the result was a game in which every choice reinforced every other. Mario moved with analogue precision via the N64's control stick. The camera followed intelligently but could be adjusted by the player. The levels were large enough to explore freely but comprehensible enough to navigate without confusion. These qualities, which seem obvious in retrospect, were the result of design work that no competing platform had yet achieved.

The level design philosophy of Super Mario 64 — a central hub world (Peach's Castle) containing paintings that served as portals to self-contained courses, each course hiding multiple stars that could be collected in any order — established the three-dimensional collectathon as a genre. Banjo-Kazooie, Spyro the Dragon, Crash Bandicoot, Donkey Kong 64, and dozens of lesser imitators would follow the same structural template. More importantly, the principle of designing for movement — building environments around the pleasure of traversal rather than around obstacles to overcome — influenced every 3D action game that followed, including the open-world games of the 2000s and 2010s that are descended in a direct line from Mario 64's design philosophy.

The technical achievement deserves equal acknowledgement. The N64's Reality Co-processor — a custom SGI-designed chip — allowed Super Mario 64 to run at a relatively smooth 30 frames per second with texture-mapped polygons, fog effects, and dynamic lighting in environments far larger than anything the PlayStation or Saturn could manage at comparable fidelity. The cartridge format, criticised for its lower capacity and higher cost relative to CD-ROM, proved its worth in load times: entering a Super Mario 64 level was instantaneous, a fact that PlayStation owners, accustomed to waiting thirty seconds for games to load from disc, noticed immediately.

Pokémon and the Birth of a Phenomenon

Pokémon Red and Green launched on 27 February 1996 after more than six years of development by Satoshi Tajiri and Game Freak. The concept — a collection RPG in which players captured and trained creatures for turn-based combat — was simple enough to be accessible on a four-button Game Boy and deep enough to reward hundreds of hours of play. The 151 original Pokémon were designed to be collectable (hence the tag-line "Gotta Catch 'Em All"), and the decision to split the game into two versions, each containing Pokémon exclusive to that version, meant that completing the Pokédex required either a friend with the other game or a link cable trade. The mechanic was brilliant: it made the Game Boy link cable, an accessory that had sold modestly for years, into an essential component of the Pokémon experience.

The initial commercial performance of Pokémon in Japan was solid but not explosive. The games sold well through the end of 1996, supported by a manga series that launched in April and word-of-mouth in schoolyards. The trading mechanic created social networks of players — you needed others to complete the game — that built the audience community before any official marketing had been directed at the phenomenon. By the time the anime series and trading card game launched in 1997, the player base was already large enough to make both products immediate commercial successes.

The global Pokémon phenomenon — the anime, the trading card game, the merchandise, the cultural saturation of the late 1990s — is so large that it is easy to forget that it began with a modestly budgeted RPG for an aging handheld console that most industry observers had already written off as obsolescent. Tajiri's insight was that children in Japan spent enormous amounts of time travelling on public transport and that a game specifically designed for portable play, with sessions of any length and a social mechanic built into the format, would fill that time in a way that nothing else could. He was correct, and the Game Boy, approaching the end of its commercial life in 1996, was given another four years of market dominance by the game that was supposed to be its last gasp.

"Super Mario 64 doesn't just introduce Mario to 3D. It invents the vocabulary everyone else will use to talk about 3D." — Edge magazine, 1996

Games from 1996

Command and Conquer: Red Alert
1990s

Command and Conquer: Red Alert

1996 · Strategy

PC

Crash Bandicoot
1990s

Crash Bandicoot

1996 · Platform

PlayStation

Diablo
1990s

Diablo

1996 · Action RPG

PC

Guardian Heroes
1990s

Guardian Heroes

1996 · Beat 'em up / RPG

Sega Saturn

Kirby Super Star
1990s

Kirby Super Star

1996 · Platform

SNES

Mario Kart 64
1990s

Mario Kart 64

1996 · Racing

Nintendo 64

Metal Slug
1990s

Metal Slug

1996 · Run and Gun

Arcade

Metal Slug: Super Vehicle-001
1990s

Metal Slug: Super Vehicle-001

1996 · Run-and-gun

Neo Geo

NiGHTS into Dreams
1990s

NiGHTS into Dreams

1996 · Action

Sega Saturn

PaRappa the Rapper
1990s

PaRappa the Rapper

1996 · Rhythm

PlayStation

Pokémon Red and Blue
1990s

Pokémon Red and Blue

1996 · RPG

Game Boy

Quake
1990s

Quake

1996 · Shooter

PC

Resident Evil
1990s

Resident Evil

1996 · Action-Adventure

PlayStation

Super Mario 64
1990s

Super Mario 64

1996 · Platform

Nintendo 64

Super Mario RPG: Legend of the Seven Stars
1990s

Super Mario RPG: Legend of the Seven Stars

1996 · RPG

SNES

The House of the Dead
1990s

The House of the Dead

1996 · Light Gun Shooter

Arcade

Tomb Raider
1990s

Tomb Raider

1996 · Action-Adventure

PlayStation

Wave Race 64
1990s

Wave Race 64

1996 · Racing

Nintendo 64

Wild Arms
1990s

Wild Arms

1996 · RPG

PlayStation