Guest post Ben Ronning.
I openly admit that I am more a child of the
nineteen-nineties and my own nostalgia for the decade likely colors my judgment
when I reflect upon the fourth generation of video game. Some call it the
“16-Bit Wars” and for good reason. Despite its failure to gain a foothold
during the previous generation, Sega finally managed to challenge the seemingly
invincible Nintendo and almost brought the giant to its knees. Yet the company
itself made some questionable decisions--notably creating peripherals like the Sega CD and 32X to extend the life cycle of the aging Genesis. However,
intra-company rivalries between the Japanese and American branches also played
a role in the company’s downfall, giving the narrative the air of a biblical
parable or a Shakespearean tragedy.
As former Sega president Tom
Kalinske said in an interview with Sega-16:
“In
hindsight, I think there probably was. I don’t believe there was from
1991-1993. I think somewhere in the mid ’90s, ’94 or ’95, they built up a great
deal of resentment, and I didn’t realize it at the time, until probably the
latter part of 1995, when one of my colleagues in Japan, who I knew well and
had a good relationship with, said to me something to the effect of “you don’t
understand how browbeat and annoyed the Japanese executives here are because of
your success. Every meeting we go into, Nakayama asks us why can’t you do
things the way the Americans and Europeans did? Why aren’t you guys as
successful as they are? We’ve been around longer.” I think the local
executives didn’t appreciate that he’d take that tone with them. Apparently, he
also beat them up over Sonic, which was never as successful in Japan as
it was in the U.S. and Europe (to this day, that’s the case), and I think he
was always throwing that in their faces too. So clearly, by late ’95 there was
great resentment built up: jealously, resentment, and kind of a desire to get
back at those Americans that Nakayama kept throwing in their faces.”
What few people realize is that Sega and Sony could have released
what would have become the PlayStation as a joint venture, but Sega of Japan
rejected the idea in the belief that, “Sony doesn't know how to make hardware.”
Similarly, Silicon Graphics, the company that designed the CPU for the Nintendo
64, approached
Sega first, but again, Sega of Japan vetoed the idea. Ultimately, it was
the Sony PlayStation and Nintendo 64 that felled the Sega Saturn during the
fifth generation, which contributed to the fall of the Dreamcast in the sixth.
Nintendo was not without its hubris as well. Many gamers are
aware of the origins of the Sony PlayStation; the company originally partnered
with Nintendo to produce a CD peripheral for the Super Nintendo Entertainment
System. The company also built a prototype PlayStation, which was effectively a
SNES with a CD-ROM drive attached. However, problems arose over the issue of
royalties. Sony wanted the royalties from any CD-based games produced for the
system while Nintendo would take royalties from cartridge-based games. As such,
Nintendo broke their deal with Sony to partner with their competitor, Phillips
after Sony announced the SNES-CD as CES 1991. Ultimately, nothing came out of
Nintendo’s partnership with Phillips, aside from games that received derision from the fans, and
Sony became Nintendo’s chief competitor.
Cronus
Invictus by Thande is one of the more popular video game alternate
histories on AH.com despite its comparative shortness and over four years of
inactivity. Every once in a blue moon when the cows practice their high jumps,
a random poster will try to revive the thread no avail. Video game history in Invictus diverges when Hiroshi Yamauchi,
President and Chairman of Nintendo at the time, reads the contract made with
Sony and both party manage to renegotiate the terms and Nintendo and Sony
release the SNES-CD, dubbed the “Super CD”, add-on in 1993. However, there are
some interesting deviations that occur before the release.
If you are a Sonic fan, then chances are you are aware of
the Simon
Wai Prototype of Sonic the Hedgehog 2
where incomplete levels (notably the Hidden Palace Zone, and to a lesser
extent, the Wood Zone) intrigued fans for well over a decade. Hidden Palace, as
well as the never-completed Genocide City Zone, made it to the final product.
Thande even references the time travel element that ultimately went to Sonic CD being reworked into a
teleportation gimmick for the Hidden Palace boss. Additionally, Sega produced
Sonic games based on the 1993 “SatAM”
animated series and the UK-published Sonic the
Comic. However, the timeline is not a complete Sega wank, despite what the
title would suggest. Atari comes roaring back with the Cougar, marketed towards
young adults and NEC still continues with its PC Engine/TurboGraphix line.
To my relief, the disastrous 32X never saw release and Sega
instead released the Radical as the 32-bit enhanced Sega CD add-on as their
response to the SNES CD. However, Thande stopped work on the timeline before he
could elaborate on the next generation aside from vague rumblings of Sega’s
Project Saturn and Nintendo’s Project Reality, which became the Nintendo 64 in
our timeline, thought the timeline’s title implies whose system triumphs. Cronus Invictus, though inactive, serves
as the template for other timelines to wax the nostalgic about what games could
have been.
Player
Two Start, a joint timeline by Nivek and RySenkari, is one such
timeline that uses the same premise as Cronus
Invictus. Nintendo and Sony produce the SNES-CD, but builds on the format
by writing it in the form of fictional articles, quotes, and reviews. The pair
also goes into greater detail into the content of the games, notably the sequel
to Super Mario World where they list
the themes of the various worlds and the nature of the boss battles. To give
you an idea of how enhanced the SNES-CD is in Player Two Start, the author states that the fictional system is
more powerful than the Neo Geo AES, the most powerful system at the
time. The link provided should give you an idea of the graphical
capabilities of the SNES-CD in this timeline, which is to say amazing
considering the graphical power of a non-enhanced SNES and Genesis. Thus far, Player Two Start has only reached 1993
but the timeline is still ongoing, but considering how updates can be months
apart, it may be a while before we see the next installment. However, with the
cliffhanger the latest installment ends on, I am certain it will be worth the
wait.
And lastly, we come to Beyond
the Genesis by Confortius, which I recommend because of my shameless
partiality towards Sega. Like Player Two
Start its format is partly reviews, but it is most mostly descriptions of
games that could have been and bits of news. Sega avoids the damage caused by
the intra-company rivalries by focusing its next-generation system uses the
Silicon Graphics’ SGI MIPS4000i in lieu on its efforts with the Sega CD and 32X.
While I do not find Beyond the Genesis
as immersive as Player Two Start,
there are enough surprises to raise a few eyebrows. For those who were addicted
to Pokemon as children in the late
nineties, expect a bigger grudge match between Pokemon and Digimon with
Sega’s merger with Bandai, which
collapsed in our timeline.
However, video game alternate histories are ultimately a
niche subject. Despite the industry having its fair share of big personalities
and corporate intrigue (as the Nintendo/Sony debacle had shown us), writing a
novel-length story on an alternate console war would be a challenge to say
least. It is definitely possible but highly improbable, so write them? As the
aforementioned beta version of Sonic 2
has shown us, the incomplete levels made fans curious about what could have
been. The inclusion of a revamped
Hidden Palace Zone for the iOS/Android releases of the game finally gave us
an answer. If Tim Pratt could win a Hugo Award for a short
story featuring a video store from an alternate timeline, why now video
games?
Get cracking, fellow gamers-cum-alternate historians.
* * *
Aspiring writer and platypus enthusiast Ben Ronning has lurked the AH.com boards since June 2006. When he is not roaming the multiverse, he can be found at his blog, Thoughts of a Platypus.
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