Super Magnetic Neo

Last updated
Super Magnetic Neo
Super Magnetic Neo Coverart.png
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.

Contents

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 [2] 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

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. [1]

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.

Related Research Articles

<i>Bangai-O</i> 1999 video game

Bangai-O is a multidirectional shooter developed by Treasure and released in 1999 on the Nintendo 64 in Japan. It was ported to the Dreamcast worldwide shortly after with some gameplay changes and updated graphics and audio. The game places the player in control of a weaponized mech that can hover across large stages and fire at enemies all around them. The player must reach the end of each stage and defeat the boss, while avoiding hazards scattered across the map such as enemy mechs and gun turrets.

<i>Sonic Adventure</i> 1998 video game

Sonic Adventure is a 1998 platform game developed by Sonic Team and published by Sega for the Dreamcast. It was the first main Sonic the Hedgehog game to feature 3D gameplay. It follows Sonic the Hedgehog, Miles "Tails" Prower, Knuckles the Echidna, Amy Rose, Big the Cat, and E-102 Gamma in their quests to collect the Chaos Emeralds and stop Doctor Robotnik from unleashing Chaos, an ancient evil. Controlling one of the six characters—each with their own abilities—players complete levels to progress the story. Sonic Adventure retains many elements from prior Sonic games, such as power-ups and the ring-based health system. Players can play minigames such as racing and interact with Chao, a virtual pet.

<i>Phantasy Star Online</i> 2000 video game

Phantasy Star Online is an online role-playing game (RPG) developed by Sonic Team and published by Sega in 2000 for the Dreamcast. It was the first successful online RPG for game consoles; players adventure with up to three others over the internet to complete quests, collect items and fight enemies in real-time action RPG combat. The story is unrelated to previous games in the Phantasy Star series.

<i>ChuChu Rocket!</i> 1999 video game

ChuChu Rocket! is an action puzzle game developed by Sonic Team and published by Sega. Released for the Dreamcast in 1999, it was the first game for the system to support online console gaming. Players must place arrows on a board to lead mice into escape rockets while avoiding cats. The game features single-player modes in which a player must save all the mice on a board, and a multiplayer mode in which players battle to collect the most mice.

<i>Time Stalkers</i> 1999 video game

Time Stalkers, also known as Climax Landers in Japan, is a role-playing video game for the Dreamcast featuring appearances of worlds from several of Climax Entertainment's earlier games in crossover fashion. The player initially takes the role of Sword, a character caught in a world made of many worlds. As he goes along, similar heroes show up for the player to control. The player may do things such as enter dungeons, take special assignments, and upgrade/buy/sell items.

<i>The Typing of the Dead</i> 1999 video game

The Typing of the Dead is an arcade game that was developed by WOW Entertainment and published by Sega for the NAOMI hardware. The game was released in Japanese arcades in 1999 and was ported to the Sega Dreamcast in 2001 by Smilebit. A Microsoft Windows version was released in 2000 and a PlayStation 2 port followed in 2004.

<i>Tech Romancer</i> 1998 video game

Tech Romancer is a 1998 3D fighting arcade game by Capcom that draws heavily from the various subgenres of mecha anime. It was later ported to the Dreamcast console. The player controls a giant robot which is used to fight another robot in one-on-one combat. Studio Nue designed the robots in this game.

<i>Evolution: The World of Sacred Device</i> 1999 video game

Evolution: The World of Sacred Device is a role-playing video game for the Dreamcast and Neo Geo Pocket Color. It was developed by Sting and published by Sega and Entertainment Software Publishing in Japan and Ubi Soft in North America and Europe.

<i>Evolution 2: Far Off Promise</i> 1999 video game

Evolution 2: Far Off Promise is a role-playing video game for the Dreamcast console. It is a sequel to Evolution: The World of Sacred Device. It was developed by Sting and published by Ubi Soft in North America. In Japan it was published by ESP, while in Taiwan a Microsoft Windows version was published by Dysin Interactive Corp.

<i>Giga Wing</i> 1999 video game

Giga Wing is a 1999 vertically scrolling shooter arcade game developed by Takumi Corporation and published by Capcom on their CPS-2 arcade system board and ported later that year to the Dreamcast console. The arcade version is notable for using a horizontally aligned monitor, something that is considered rare for a vertical shooter. The Dreamcast version had been scheduled to be released in the U.S. in April 2000, before it was delayed to July 18, 2000.

<i>Twinkle Star Sprites</i> 1996 video game

Twinkle Star Sprites is a competitive vertically scrolling shooter arcade video game created by ADK and published by SNK in 1996. It was ADK's last production for the Neo Geo. Two players are each in separate, side-by-side, vertically scrolling levels. Combinations of shots and timed power-ups damage the other player. These attacks also serve as counters to the opponent's attack.

<i>Cannon Spike</i> 2000 video game

Cannon Spike, originally released in Japan as Gunspike, is a multi-directional shooter arcade game released in 2000 by Psikyo and later in the same year for the Dreamcast by Capcom. It uses Capcom-designed characters and runs on Sega's Naomi Hardware. Cannon Spike is similar to games like Smash TV and Capcom's Commando, although with primary focus on boss fighting. Cannon Spike is noted as the last game released for Dreamcast in Europe, published by Bigben Interactive and exclusively sold at retail in Game outlets.

<i>Tokyo Xtreme Racer</i> (video game) 1999 video game

Tokyo Xtreme Racer, known as Shutokō Battle in Japan and Tokyo Highway Challenge in Europe, is a racing video game for the Sega Dreamcast. Released in 1999 as one of the console's launch titles, the game was one of the first mission-based racing games. In the game, players challenge other drivers on the Shuto Expressway in order to gain money to modify and enhance their cars. The game features a wide variety of Japanese cars and tuning parts to purchase as the player progresses through rivals.

<i>Marvel vs. Capcom 2: New Age of Heroes</i> 2000 video game

Marvel vs. Capcom 2: New Age of Heroes is a crossover fighting game developed and published by Capcom. It is the fourth installment in the Marvel vs. Capcom series, which features characters from both Capcom's video game franchises and comic book series published by Marvel Comics. Originally released in Japanese arcades in 2000, the game received ports to the Dreamcast, PlayStation 2, PlayStation 3, Xbox, Xbox 360, and iOS devices over the span of twelve years.

<i>Maken X</i> 1999 video game

Maken X is a first-person hack and slash video game developed by Atlus for the Dreamcast. It was published by Atlus in Japan in 1999, while Sega localized and released the game overseas in 2000. Gameplay has the Maken—a sentient sword-like being—"brainjacking" or taking control of multiple characters across a variety of levels; combat is primarily based around short-ranged melee attacks, with some characters sporting additional abilities such as ranged attacks.

<i>Super Robot Wars Alpha</i> 2000s video game

Super Robot Taisen Alpha, known as Super Robot Wars Alpha outside Japan, is a 2000 tactical role-playing video game developed and published by Banpresto for the PlayStation. A version for the Dreamcast, Super Robot Wars for Dreamcast, was released a year later.

<i>NASCAR Arcade</i> 2000 racing arcade game

NASCAR Arcade, initially known as NASCAR Rubbin' Racing outside North America, is a 2000 racing arcade game developed by Sega Rosso and released by Sega. It was produced at the suggestion of producer Kenji Arai, and the soundtrack was produced by Jun Senoue. The game is based on NASCAR, and carries an official license with permission from EA Sports, which permitted Sega to develop the game as a coin-op only title.

<i>L.O.L.: Lack of Love</i> 2000 video game

L.O.L: Lack Of Love is an evolutionary life simulation game developed by Love-de-Lic and published by ASCII Corporation for the Sega Dreamcast. The game was released only in Japan on November 2, 2000. The game was never exported to the West but it received a fan translation in 2020.

<i>Rainbow Cotton</i> 2000 video game

Rainbow Cotton is a 2000 rail shooter video game developed and published by Success exclusively for the Dreamcast. The fifth installment in the Cotton franchise, it is a follow-up to Panorama Cotton (1994) and the first 3D entry in the series. In the game, players assume the role of the titular young witch who, alongside her fairy companion Silk, sets out on her broomstick on a quest to defeat the evil demon Tweed and retrieve a stolen Willow candy from York Country. Its gameplay is similar to Panorama Cotton, consisting of shooting mixed with role-playing game elements while flying through 3D environments on a predetermined track.

References

  1. 1 2 3 "スーパーマグネチックニュウニュウ [ドリームキャスト]". Famitsu (in Japanese). Enterbrain . Retrieved January 30, 2021.
  2. 1 2 Gantayat, Anoop (June 15, 2000). "Super Magnetic Neo Ships to Stores". IGN . Ziff Davis . Retrieved January 31, 2021.
  3. 1 2 "Release Dates". Official Dreamcast Magazine UK . No. 11. Dennis Publishing. September 2000. p. 32. Retrieved January 30, 2021.
  4. Williamson, Colin; Gantayat, Anoop (February 3, 2000). "Super Magnetic Niu Niu (Import) (Preview)". IGN. Ziff Davis. Retrieved July 7, 2019.
  5. 1 2 3 4 5 Burn, Xavier (March 21, 2000). "Super Magnetic Neo Review [Import]". GameSpot . Red Ventures. Archived from the original on December 30, 2004. Retrieved January 31, 2021.
  6. 1 2 3 Hart, Lee (October 2000). "Super Magnetic Neo". DC-UK . No. 14. Future Publishing. pp. 72–73. Retrieved January 31, 2021.
  7. 1 2 Reyes, Francesca (May–June 2000). "Super Magnetic Neo (Preview)". Official Sega Dreamcast Magazine . No. 5. Imagine Media. pp. 72–73. Retrieved January 31, 2021.
  8. 1 2 3 4 5 6 7 8 Gantayat, Anoop (June 19, 2000). "Super Magnetic Neo". IGN. Ziff Davis. Retrieved January 31, 2021.
  9. 1 2 3 Reyes, Francesca (September 2000). "Super Magnetic Neo". NextGen . No. 69. Imagine Media. p. 103. Retrieved January 31, 2021.
  10. 1 2 3 4 Halverson, Dave (April 2000). "Super Magnetic Neo (Import)". Gamers' Republic. No. 23. Millennium Publications, Inc. pp. 64–65. Retrieved January 31, 2021.
  11. Halverson, Dave (April 2006). "Rewind: Super Magnetic Neo". Play. No. 52. Fusion Publishing, Inc. p. 85. Retrieved January 31, 2021.
  12. "Codes: Super Magnetic Neo". Official Sega Dreamcast Magazine. No. 8. Imagine Media. November 2000. p. 123. Retrieved January 31, 2021.
  13. 1 2 3 4 Halverson, Dave (May 2000). "An Interview with Supermagnetic [sic] Neo Developers Genki". Gamers' Republic. No. 24. Millennium Publications, Inc. pp. 56–57. Retrieved January 31, 2021.
  14. 1 2 "Super Magnetic Neo for Dreamcast". GameRankings . CBS Interactive. Archived from the original on May 30, 2019. Retrieved January 31, 2021.
  15. Mahood, Andy (June 16, 2000). "Super Magnetic Neo". Gamecenter. CNET. Archived from the original on August 18, 2000. Retrieved May 25, 2022.
  16. Niiico; Kael (July 2000). "Super Magnetic Neo". Consoles + (in French). No. 102. pp. 104–6.
  17. Kujawa, Kraig; Johnston, Chris; Mielke, James "Milkman" (August 2000). "Super Magnetic Neo" (PDF). Electronic Gaming Monthly . No. 133. Ziff Davis. p. 146. Retrieved May 25, 2022.
  18. "Super Magnetic Neo". Game Informer . No. 88. FuncoLand. August 2000.
  19. 1 2 3 Weitzner, Jason "Fury" (May 2000). "SUPERMAGNETICNIUNIU [sic]". GameFan . Vol. 8, no. 5. Shinno Media. pp. 76–77. Retrieved January 31, 2021.
  20. Mylonas, Eric "ECM"; Ngo, George "Eggo"; Rodriguez, Tyrone "Cerberus" (May 2000). "Super Magnetic NiuNiu". GameFan. Vol. 8, no. 5. Shinno Media. p. 14. Retrieved January 31, 2021.
  21. Cheat Monkey (June 16, 2000). "Super Magnetic Neo Review for Dreamcast on GamePro.com". GamePro . IDG Entertainment. Archived from the original on October 1, 2004. Retrieved January 31, 2021.
  22. G-Wok (June 2000). "Super Magnetic Neo Review". GameRevolution . CraveOnline. Archived from the original on September 22, 2015. Retrieved January 31, 2021.
  23. BenT (July 3, 2000). "Super Magnetic Neo". PlanetDreamcast . IGN Entertainment. Archived from the original on January 24, 2009. Retrieved January 31, 2021.