Software:Super Magnetic Neo

From HandWiki
Short description: 2000 video game
Super Magnetic Neo
North American Dreamcast cover art
Developer(s)Genki
Publisher(s)
Director(s)Manabu Tamura
Platform(s)Dreamcast
Release
Genre(s)Adventure, Platformer
Mode(s)Single-player

Super Magnetic Neo[lower-alpha 1] is a 3D platform game developed by Genki and released exclusively for the Dreamcast console. The game was originally released in Japan on February 3, 2000. The North American version was published by Crave Entertainment and was released on June 15, 2000, followed by the European release on August 4, 2000.

The game is centered around the concept of magnetism. The protagonist Neo (NiuNiu in the original Japanese release) is a robot who has the ability to positively or negatively charge himself in order to repel or attract enemies, or to repel from or attract to platforms and other environmental objects.

Gameplay

The game is a 3D platformer, with the usual jumps, platforms and enemies but features a novel game mechanic which centers around magnetism. Neo himself is able to become positively or negatively charged at the press of a button, which is represented on-screen as a blue or red magnetic field/pulse.[4] The red and blue magnetic fields are mapped intuitively to the corresponding colored button on the Dreamcast controller.[5] Neo's magnetic fields interact with platforms, contraptions and enemies.

If Neo emits a red magnetic field near a red enemy, it is propelled into the distance based on the repelling nature of similarly charged magnets. Emitting a red magnetic field near a blue enemy will attract them, again based on the properties of magnets. When attracted, enemies will also be compressed to form a small magnetically charged box. These concepts work in the same way when Neo emits a blue magnetic field.[6] Once boxed up, enemies become projectiles that can be used to defeat other enemies or to destroy roadblocks such as walls.[7]

Neo's magnetism can also be used to interact with platforms. For example, red platforms can used to perform super jumps when Neo emits a red magnetic field, effectively repelling him into the air, or alternatively he can "stick" to them by emitting a blue magnetic field. There are also zip lines that Neo can attach to by using the opposite colored magnetic field and levers that can be pushed by using the same colored magnetic field. These contraptions are strung together in series, requiring the player to constantly change the magnetic field to rapidly repel and attract their way through the level.[7] The result is that the player can essentially "fly" through large sections without ever touching the ground.[8]

Most of the game sees Neo travelling by foot with the usual running, jumping and pulling up on ledges.[8] There are also levels featuring transport via a minecart, where similarly to Donkey Kong Country, the player travels on rails and cannot choose their direction, but can jump to avoid enemies and obstacles.[9] There are also ride sections, where Neo sits atop a robotic camel or horse, both of which accelerate forwards, requiring the player to move left and right and jump to avoid enemies and obstacles, much like the polar bear and tiger ride sections seen in the Crash Bandicoot video game series.[10][11]

The main game spans four worlds: Jungle World, Ancient World, Cowboy World, and Future World. Each world has four levels and a boss level, thus the game consists of 20 levels in total. The levels are joined by a hub world and upon returning there after completing a level, the player has the option to save their progress.[10] There is also a challenge mode, featuring 20 puzzle levels, each with five difficulties, providing 100 levels to complete.[6]

In addition to challenge mode, there is also replay value in the form of collectables, objectives and the associated rewards. Each non-boss level has eight "Pinki Coins" to collect, a hidden item and a time trial/time attack where the player must complete the level in under a certain amount of time. Once the player achieves these three objectives on a level, they are rewarded with a piece of furniture for Neo's home.[5] There are 16 pieces of furniture to collect including a computer, a freezer and a famous art print.[12]

In general, the gameplay and advancement is noted to be difficult and based on memorization of the location of enemies and contraptions, much like traditional platformers from previous generations.[8][6][10]

Plot

The Pinki gang, consisting of the leader Pinki and her two henchmen Yasu and Gasu, have taken over Pao Pao amusement park. Pinki, an evil toddler, and her gang have filled the park with monsters, robots, and various magnetic contraptions. The amusement park is the professor's favourite vacation destination, so he sends his magnetic robot Neo, who is an AI based on his own personality, to take back the park from the Pinki gang and restore it to its former glory.

Neo enters the park and utilises his powers of magnetism to traverse the various platforms, traps and contraptions and to defeat any enemies and bosses in his path. He fights through 4 differently themed areas of the amusement park after which he is able to track down and confront Pinki.

The final showdown with the Pinki gang sees Neo battle a giant mechanised ballerina robot. The Pinki gang are controlling the robot from the control centre in its head. When Neo defeats the ballerina, its body explodes and sends the head (still containing Pinki, Yasu and Gasu) flying into deep space.

Development

Super Magnetic Neo was developed by Genki and was released for the Dreamcast on February 3, 2000. Once the direction of the game had been determined, it took 1 year to create with 18-20 staff members working on it. The magnetic mechanics of the game were pioneered primarily by Nobuyuki Nakano, who also designed the challenge and training modes.[13]

The high difficulty of the game was an intentional decision by the team at Genki. They explained in an interview with Gamers' Republic magazine that "staff members spent long hours working on game balance". They also added that they had strong feelings around not adding in any notes or signs that told the player what to do. They then go on to explain that the "goal was to communicate, not through written words but through Neo's body movements. As the result, SMN became a very challenging game".[13]

The character design of Neo (NiuNiu) involved all members of the production team including programmers, producers and animators in addition to the designers. The main idea was to create a character that would "physically embody magnetic characteristics". However, designer Shunsuke Kabasawa was responsible for Neo's overall design.[13]

Maintaining 60fps was a high priority throughout the creation of the game and took considerable development time to ensure that there were little to no frame rate drops.[13]

The North American localization was published by Crave Entertainment and was released on June 15, 2000[1] and the European release was on August 4, 2000.[3] To try to lessen the frustration over the difficulty of the game for the Western audience, Crave implemented power-ups that enabled Neo to take multiple hits before dying.[8]

Reception

Reception
Aggregate score
AggregatorScore
GameRankings70%[14]
Review scores
PublicationScore
Consoles +89%[16]
EGM5.17/10[17][lower-alpha 2]
Famitsu29/40[2]
Game Informer8.5/10[18]
GameFan(J.W.) 73%[19]
64%[20][lower-alpha 3]
GameProStarStarStarHalf star[21][lower-alpha 4]
GameRevolutionB[22]
GameSpot6.4/10[5]
GameSpy6.5/10[23]
IGN6.9/10[8]
Next GenerationStarStarStar[9]

The game received above-average reviews according to the review aggregation website GameRankings.[14] In Japan, Famitsu gave it a score of 29 out of 40.[2]

The recurring view in reviews was that the game's strengths were in its visuals and unique concept of magnetism, and its weaknesses were its heightened difficulty and sub-par controls. There were also frequent comparisons made to the Crash Bandicoot series due to the similar "running into the screen" viewpoint and animal rides.[19][8][5]

Jason Weitzner of GameFan came to a similar conclusion as the eventual reviewers of the game and commented on the difficulty of the Japanese import, stating that "This game's tough" and "difficult enough to discourage its target audience." He went on to explain that changes would be needed for the US release especially the "get hit once and die gameplay."[19] As it turned out, this was something that was fixed with power-ups granting extra "hits" being added to the English language version.[8] Anoop Gantayat of IGN praised the presentation, graphics, and sound, but criticized the gameplay's "silly definition of difficulty", "slippery sense of control" as well as its lasting appeal. He went on to explain that the biggest flaw of the game is level mastery due to the difficulty being based on "trial and error deaths" which can become frustrating to the player.[8] Xavier Burn of GameSpot shared a lot of the same views as Gantayat, mentioning "impressive presentation" and criticizing the "frustrating control issues" in the Japanese import. Burn mentioned that the core concept of magnetism is "interesting and easy enough to grasp" and ultimately "a solid and unique enough game to warrant a look".[5] Dave Halverson of Gamers' Republic described the same Japanese import as a "hard-core old-school platformer" and framed this difficulty in a positive light. Halverson was also positive about appearance, character design and sound, stating that "every facet of the game...are tailored to perfection". His view on the controls conflicted with that of Burn and Gantayat, with Halverson describing them as "pinpoint accurate controls".[10] Francesca Reyes of NextGen said of the game, "It's cute. It's addictive. But ultimately, it's been done plenty of times before."[9]

Notes

  1. Also known as Super Magnetic NiuNiu (スーパーマグネチックニュウニュウ, Sūpā Magunechikku NyūNyū) in Japan
  2. Three critics of Electronic Gaming Monthly gave the game each a score of 6.5/10, 3/10, and 6/10.
  3. Three critics of GameFan gave the Japanese import each a score of 65, 83, and 45.
  4. GamePro gave the game two 4/5 scores for graphics and sound, and two 3.5/5 scores for control and overall fun factor.

References

  1. 1.0 1.1 Gantayat, Anoop (June 15, 2000). "Super Magnetic Neo Ships to Stores". Ziff Davis. https://www.ign.com/articles/2000/06/16/super-magnetic-neo-ships-to-stores. 
  2. 2.0 2.1 2.2 "スーパーマグネチックニュウニュウ [ドリームキャスト"] (in ja). Famitsu (Enterbrain). https://www.famitsu.com/cominy/?m=pc&a=page_h_title&title_id=12764&redirect=no. Retrieved January 30, 2021. 
  3. 3.0 3.1 "Release Dates". Official Dreamcast Magazine UK (Dennis Publishing) (11): 32. September 2000. https://archive.org/details/ODMUK11/page/n31/mode/2up. Retrieved January 30, 2021. 
  4. Williamson, Colin; Gantayat, Anoop (February 3, 2000). "Super Magnetic Niu Niu (Import) (Preview)". Ziff Davis. https://www.ign.com/articles/2000/02/04/super-magnetic-niu-niu-import-2. 
  5. 5.0 5.1 5.2 5.3 5.4 Burn, Xavier (March 21, 2000). "Super Magnetic Neo Review [Import"]. Red Ventures. https://www.gamespot.com/reviews/super-magnetic-neo-review/1900-2540459/. 
  6. 6.0 6.1 6.2 Hart, Lee (October 2000). "Super Magnetic Neo". DC-UK (Future Publishing) (14): 72–73. https://archive.org/details/DCUK14/page/n71/mode/2up. Retrieved January 31, 2021. 
  7. 7.0 7.1 Reyes, Francesca (May–June 2000). "Super Magnetic Neo (Preview)". Official Sega Dreamcast Magazine (Imagine Media) (5): 72–73. https://archive.org/details/OfficialSegaDreamcast5MayJun2000/page/n73/mode/2up. Retrieved January 31, 2021. 
  8. 8.0 8.1 8.2 8.3 8.4 8.5 8.6 8.7 Gantayat, Anoop (June 19, 2000). "Super Magnetic Neo". Ziff Davis. https://www.ign.com/articles/2000/06/20/super-magnetic-neo. 
  9. 9.0 9.1 9.2 Reyes, Francesca (September 2000). "Super Magnetic Neo". NextGen (Imagine Media) (69): 103. https://archive.org/details/NextGen69Sep2000/page/n105/mode/2up. Retrieved January 31, 2021. 
  10. 10.0 10.1 10.2 10.3 Halverson, Dave (April 2000). "Super Magnetic Neo (Import)". Gamers' Republic (Millennium Publications, Inc.) (23): 64–65. https://archive.org/details/Gamers_Republic_Issue_23/page/n65/mode/2up. Retrieved January 31, 2021. 
  11. Halverson, Dave (April 2006). "Rewind: Super Magnetic Neo". Play (Fusion Publishing, Inc.) (52): 85. https://archive.org/details/Play_052_April_2006/page/n85/mode/2up. Retrieved January 31, 2021. 
  12. "Codes: Super Magnetic Neo". Official Sega Dreamcast Magazine (Imagine Media) (8): 123. November 2000. https://archive.org/details/OfficialSegaDreamcast8Nov2000/page/n126/mode/2up. Retrieved January 31, 2021. 
  13. 13.0 13.1 13.2 13.3 Halverson, Dave (May 2000). "An Interview with Supermagnetic [sic Neo Developers Genki"]. Gamers' Republic (Millennium Publications, Inc.) (24): 56–57. https://archive.org/details/Gamers_Republic_Issue_24/page/n57/mode/2up. Retrieved January 31, 2021. 
  14. 14.0 14.1 "Super Magnetic Neo for Dreamcast". CBS Interactive. https://www.gamerankings.com/dreamcast/198847-super-magnetic-neo/index.html. 
  15. Mahood, Andy (June 16, 2000). "Super Magnetic Neo". CNET. http://www.gamecenter.com/Consoles/Dreamcast/Supermagneo/. 
  16. Niiico; Kael (July 2000). "Super Magnetic Neo" (in fr). Consoles + (102): 104–6. 
  17. Kujawa, Kraig; Johnston, Chris; Mielke, James "Milkman" (August 2000). "Super Magnetic Neo". Electronic Gaming Monthly (Ziff Davis) (133): 146. https://retrocdn.net/images/b/b5/EGM_US_133.pdf. Retrieved May 25, 2022. 
  18. "Super Magnetic Neo". Game Informer (FuncoLand) (88). August 2000. 
  19. 19.0 19.1 19.2 Weitzner, Jason "Fury" (May 2000). "SUPERMAGNETICNIUNIU [sic"]. GameFan (Shinno Media) 8 (5): 76–77. https://archive.org/details/Gamefan_Vol_8_Issue_05/page/n77/mode/2up. Retrieved January 31, 2021. 
  20. Mylonas, Eric "ECM"; Ngo, George "Eggo"; Rodriguez, Tyrone "Cerberus" (May 2000). "Super Magnetic NiuNiu". GameFan (Shinno Media) 8 (5): 14. https://archive.org/details/Gamefan_Vol_8_Issue_05/page/n15/mode/2up. Retrieved January 31, 2021. 
  21. Cheat Monkey (June 16, 2000). "Super Magnetic Neo Review for Dreamcast on GamePro.com". GamePro (IDG Entertainment). http://www.gamepro.com/sega/dreamcast/games/reviews/5887.shtml. Retrieved January 31, 2021. 
  22. G-Wok (June 2000). "Super Magnetic Neo Review". CraveOnline. https://www.gamerevolution.com/review/32246-super-magnetic-neo-review. 
  23. BenT (July 3, 2000). "Super Magnetic Neo". IGN Entertainment. http://www.planetdreamcast.com/games/reviews/supermagneticneo/. 
  • MobyGames is a commercial database website that catalogs information on video games and the people and companies behind them via crowdsourcing. This includes over 300,000 games for hundreds of platforms.[1] Founded in 1999, ownership of the site has changed hands several times. It has been owned by Atari SA since 2022.

Features

Edits and submissions to the site (including screenshots, box art, developer information, game summaries, and more) go through a verification process of fact-checking by volunteer "approvers".[2] This lengthy approval process after submission can range from minutes to days or months.[3] The most commonly used sources are the video game's website, packaging, and credit screens. There is a published standard for game information and copy-editing.[4] A ranking system allows users to earn points for contributing accurate information.[5]

Registered users can rate and review games. Users can create private or public "have" and "want" lists, which can generate a list of games available for trade with other registered users. The site contains an integrated forum. Each listed game can have its own sub-forum.

History

Logo used until March 2014

MobyGames was founded on March 1, 1999, by Jim Leonard and Brian Hirt, and joined by David Berk 18 months later, the three of which had been friends since high school.[6][7] Leonard had the idea of sharing information about computer games with a larger audience. The database began with information about games for IBM PC compatibles, relying on the founders' personal collections. Eventually, the site was opened up to allow general users to contribute information.[5] In a 2003 interview, Berk emphasized MobyGames' dedication to taking video games more seriously than broader society and to preserving games for their important cultural influence.[5]

In mid-2010, MobyGames was purchased by GameFly for an undisclosed amount.[8] This was announced to the community post factum , and the site's interface was given an unpopular redesign.[7] A few major contributors left, refusing to do volunteer work for a commercial website.{{Citation needed|date=June 2025} On December 18, 2013, MobyGames was acquired by Jeremiah Freyholtz, owner of Blue Flame Labs (a San Francisco-based game and web development company) and VGBoxArt (a site for fan-made video game box art).[9] Blue Flame Labs reverted MobyGames' interface to its pre-overhaul look and feel,[10] and for the next eight years, the site was run by Freyholtz and Independent Games Festival organizer Simon Carless.[7]

On November 24, 2021, Atari SA announced a potential deal with Blue Flame Labs to purchase MobyGames for $1.5 million.[11] The purchase was completed on 8 March 2022, with Freyholtz remaining as general manager.[12][13][14] Over the next year, the financial boost given by Atari led to a rework of the site being built from scratch with a new backend codebase, as well as updates improving the mobile and desktop user interface.[1] This was accomplished by investing in full-time development of the site instead of its previously part-time development.[15]

In 2024, MobyGames began offering a paid "Pro" membership option for the site to generate additional revenue.[16] Previously, the site had generated income exclusively through banner ads and (from March 2014 onward) a small number of patrons via the Patreon website.[17]

See also

  • IGDB – game database used by Twitch for its search and discovery functions

References

  1. 1.0 1.1 Sheehan, Gavin (2023-02-22). "Atari Relaunches The Fully Rebuilt & Optimized MobyGames Website". https://bleedingcool.com/games/atari-relaunches-the-fully-rebuilt-optimized-mobygames-website/. 
  2. Litchfield, Ted (2021-11-26). "Zombie company Atari to devour MobyGames". https://www.pcgamer.com/zombie-company-atari-to-devour-mobygames/. 
  3. "MobyGames FAQ: Emails Answered § When will my submission be approved?". Blue Flame Labs. 30 March 2014. http://www.mobygames.com/info/faq7#g1. 
  4. "The MobyGames Standards and Practices". Blue Flame Labs. 6 January 2016. http://www.mobygames.com/info/standards. 
  5. 5.0 5.1 5.2 Miller, Stanley A. (2003-04-22). "People's choice awards honor favorite Web sites". Milwaukee Journal Sentinel. 
  6. "20 Years of MobyGames" (in en). 2019-02-28. https://trixter.oldskool.org/2019/02/28/20-years-of-mobygames/. 
  7. 7.0 7.1 7.2 Plunkett, Luke (2022-03-10). "Atari Buys MobyGames For $1.5 Million". https://kotaku.com/mobygames-retro-credits-database-imdb-atari-freyholtz-b-1848638521. 
  8. "Report: MobyGames Acquired By GameFly Media". Gamasutra. 2011-02-07. https://www.gamedeveloper.com/game-platforms/report-mobygames-acquired-by-gamefly-media. 
  9. Corriea, Alexa Ray (December 31, 2013). "MobyGames purchased from GameFly, improvements planned". http://www.polygon.com/2013/12/31/5261414/mobygames-purchased-from-gamefly-improvements-planned. 
  10. Wawro, Alex (31 December 2013). "Game dev database MobyGames getting some TLC under new owner". Gamasutra. https://www.gamedeveloper.com/business/game-dev-database-mobygames-getting-some-tlc-under-new-owner. 
  11. "Atari invests in Anstream, may buy MobyGames". November 24, 2021. https://www.gamesindustry.biz/articles/2021-11-24-atari-invests-in-anstream-may-buy-mobygames. 
  12. Rousseau, Jeffrey (2022-03-09). "Atari purchases Moby Games". https://www.gamesindustry.biz/atari-purchases-moby-games. 
  13. "Atari Completes MobyGames Acquisition, Details Plans for the Site's Continued Support". March 8, 2022. https://www.atari.com/atari-completes-mobygames-acquisition-details-plans-for-the-sites-continued-support/. 
  14. "Atari has acquired game database MobyGames for $1.5 million" (in en-GB). 2022-03-09. https://www.videogameschronicle.com/news/atari-has-acquired-game-database-mobygames-for-1-5-million/. 
  15. Stanton, Rich (2022-03-10). "Atari buys videogame database MobyGames for $1.5 million". https://www.pcgamer.com/atari-buys-videogame-database-mobygames-for-dollar15-million/. 
  16. Harris, John (2024-03-09). "MobyGames Offering “Pro” Membership". https://setsideb.com/mobygames-offering-pro-membership/. 
  17. "MobyGames on Patreon". http://www.patreon.com/mobygames. 
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