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Mario & SONIC At The Olympic Games Beijing 2008

SEGA Corporation and Nintendo Co. Ltd. have made a historical announcement that two of the biggest icons in the entertainment industry, Mario and SONIC, are joining forces Electronic Theatre Imageto star in Mario & Sonic at the Olympic Games. Developed for Wii and the NintendoDS system, this momentous agreement marks the first time these two renowned stars have appeared together in a game.

Published by SEGA across Europe and North America, and published by Nintendo in the Japanese market, Mario & Sonic at the Olympic Games will be available for Christmas 2007 and is licensed through a worldwide partnership with International Sports Multimedia (ISM), the exclusive interactive entertainment software licensee of the International Olympic Committee (IOC).

In Mario & Sonic at the Olympic Games, players will compete in events that take place in environments based-on the official venues of the Beijing 2008 Olympic Games. Using a supporting cast of characters from the amazing worlds of both Mario and SONIC, gamers will be able to compete as or against a range of lovable personalities including Mario, SONIC, Luigi, Knuckles, Yoshi, Tails and more. Innovative usage of the Wii and NintendoDS control systems to manoeuvre a favourite character will allow players to race the likes of Mario and SONIC down the 100m track, engage in exhilarating rallies in Table Tennis and churn water in a swimming heat, all while competing for the much sought after Gold Medal.

“We are thrilled to partner with Nintendo and ISM on this groundbreaking title,” said Hisao Oguchi, President and Chief Operating Officer, SEGA Corporation. “For the first time, two of the world’s greatest games’ characters come together to compete in the world’s greatest sporting event and we couldn’t be more excited.”

“Mario and SONIC have been respectful rivals since the early days of videogames,” says Shigeru Miyamoto, Senior Managing Director and General Manager, Entertainment Analysis and Development Division, Nintendo Co., Ltd.. “In-fact, for a long time they have been discussing the possibility of one day competing against each other. Now that they have been given the perfect opportunity to meet at the Olympic Games, we may finally learn who is actually faster, Mario or SONIC?”

“The Olympic Games represent the true spirit of competition and passion,” said Raymond Goldsmith, Chairman and Chief Executive Officer of ISM. “Bringing together intensely competitive and fun characters like Mario and SONIC in an Olympic setting helps showcase the sports of the Olympic Games in a new and compelling way for all generations.”

 

NINTENDO'S LEGENDARY ICON

            Mario (aka Super Mario) stands as the best-known and best-loved character in videogame history. Mario Electronic Theatre Imagefirst appeared as “Jumpman” in the original Donkey Kong arcade game from 1981, and he has gone on to huge success on every Nintendo home console and handheld system. Mario games alone have sold more than 193 million units worldwide. Through April 2007, Mario has appeared in nearly 100 videogames.

More importantly, Mario resonates on an emotional level with people all around the world. For many adults, he represents the simplicity of their youth, a time when rescuing a princess and defeating an ornery ape were the biggest concerns in their lives. For others, Mario led the resurgence of videogames after the collapse of the industry in the early 1980’s. But for everyone, Mario stands for fun, daring and mischievousness. He is one of the most recognizable, iconic characters in the world.

Mario Highlights:

1981: Mario is created by the legendary videogame designer Shigeru Miyamoto and appears in his first game, the arcade game Donkey Kong, in which he is known simply as “Jumpman.”
1982: For the arcade release of Donkey Kong Jr., the Jumpman character is renamed “Mario” because of his resemblance to the owner of Nintendo of America’s first warehouse, Mario Segali.
1983: The arcade game Mario Bros. becomes the first game to feature Mario as a title character and also marks the first appearance of Mario’s brother, Luigi.
1983: Mario becomes a TV star by appearing as a circus trainer in the CBS cartoon series Saturday Supercade, which runs through 1985.
1985: Mario stars in Super Mario Bros. on Nintendo’s first US home videogame console, the Nintendo Entertainment System (NES). The world is introduced to the Mushroom Kingdom, the setting for many future Mario adventures.
1989: Mario becomes one of the first videogame characters to appear in a motion picture. He debuts on the silver screen in The Wizard, which gives eager players their first glimpse of Super Mario Bros. 3.
1989: Mario jumps into every kid’s hand with the launch of Super Mario Land for Nintendo’s original Game Boy.
1990: Super Mario Bros. 3 for the NES launches and goes on to sell more than 17.3 million games worldwide, making it the most successful individually sold videogame of all time, a record that still stands.
1991: Mario appears with Yoshi for the first time in Super Mario World for the Super Nintendo Entertainment System (SNES).
1992: Super Mario Kart for the Electronic Theatre ImageSuper Nintendo Entertainment System launches one of the most popular franchises in Nintendo history.
1993: Mario’s adventures inspire a major motion picture: Super Mario Bros. – The Movie. The film stars Bob Hoskins as Mario, John Leguizamo as Luigi and Dennis Hopper as King Koopa.
1995: The Super Nintendo Entertainment System game Super Mario World 2: Yoshi’s Island features Mario as a baby – and he still saves the princess!
1996: Mario becomes the first videogame character to have complete movement in a 360-degree, 3-D home videogame environment in Super Mario64 for Nintendo64.
1999: Mario Party for the Nintendo64 defines the Party-Game genre and sparks numerous popular sequels on future platforms.
1999: Super Smash Bros. arrives on the Nintendo64 featuring Mario and a cast of all-stars.
2001: The top-selling Super Mario Advance marks Mario’s debut on the new Game Boy Advance handheld system.
2001: Mario’s first appears on the Nintendo GameCube in Luigi’s Mansion. Mario’s little brother and sidekick, Luigi, has to rescue Mario when he is held captive by ghosts in a haunted mansion.
2002: Super Mario Sunshine marks the first true Mario game on Nintendo GameCube. Mario is given unprecedented freedom of movement as he tries to clean up Delfino Island.
2005: The Walk of Game in San Francisco honours both Mario and Shigeru Miyamoto as two of its first inductees.
2006: The tables are turned on Mario when longtime kidnap victim Princess Peach has to rescue him in Super Princess Peach for NintendoDS.
2006: Mario’s 25 years of popularity continue, as NEW Super Mario Bros. for NintendoDS emerges as one of the top-selling games in the United States for the year, with nearly 2 million units sold.
2007: The first Mario game for the Wii system from Nintendo is Super Paper Mario, a remarkable game that shifts Mario between 2-D and 3-D environments. Other upcoming Mario games inElectronic Theatre Image development for Wii include Super Mario Galaxy and Super Smash Bros. Brawl.
2007: Mario will appear with SONIC for the first time in Mario & Sonic at the Olympic Games.

THE HISTORY OF SONIC THE HEDGEHOG
 

Celebrating his sixteenth anniversary in 2007 with over 44 million copies sold worldwide, SONIC The Hedgehog is a videogame industry icon. SEGA’s much-loved blue hedgehog has starred in over 30 games and shows no signs of slowing down. SONIC, who was born June 23, 1991 as the fastest, most technologically advanced character for the SEGA Mega-Drive console, continues to innovate as he blasts onto the Wii in Mario & Sonic at the Olympic Games Beijing 2008.

In addition to his videogame fame, the “blue dude with the ‘tude” has starred in two animated TV series, comic books, and an animated movie - he’s even had his own theme park and was the first and only game character ever featured in the Macy’s Thanksgiving Day parade. But it’s his videogames that matter most to his legions of fans. SONIC has appeared on virtually every well-known game platform, a distinction that earned him his star on the ‘Walk of Game’ landmark honouring pioneering gaming icons.
 


KEY DATES:

 

1990: Development of ‘action game for the new age’ commences in April. In November, SONIC The Hedgehog is officially announced.

1991: SONIC The Hedgehog for Mega-Drive ships in the US on June 23, and in Japan in July. On December 28, SONIC The Hedgehog for Game Gear is released in Japan, marking SONIC’s debut on handheld platforms.

1992: In November, SONIC The Hedgehog 2 is released for Genesis and Game Gear in the US on ‘Sonic 2s Day’. Miles ‘Tails’ Prower is introduced for the first time. The game sells over 400,000 copies in five days.

1993: SONIC sponsors the F1 Williams team in April, and in the same month scientists discover a new gene with spikes similar to SONIC’s. They dub the new gene ‘SONIC The Hedgehog gene’. In June, the Adventures of Sonic The Hedgehog cartoon begins airing in nationwide in the US. In September, SONIC The Hedgehog appears in US arcades, and in November, SONIC stars in the Macy’s Thanksgiving Parade with a 65-foot long balloon.

1994: SONIC The Hedgehog 3 blasts on Genesis February 2nd. In October, SONIC Electronic Theatre Imageand Knuckles ships in the US. The two games could be combined by locking SONIC and Knuckles into the SONIC The Hedgehog 3 cartridge, allowing the complete adventure to be played. In October, SONIC appears in a nationwide MTV ‘Rock the Rock’ special shot on Alcatraz. Twenty-five finalists from over 100,000 entrants compete in SONIC The Hedgehog 3 for the title of “The World’s Most Hard-Core Gamer.”

1996: In a videogame first, SONIC is included in the National Film and Television Archive of the UK, where historic films and TV programs are preserved. Marking SONIC’s first full 3D adventure, SONIC 3D Blast is released on Saturn.

1997: SONIC R and SONIC Jam ship in Japan for SEGA Saturn.

1998: In December, SONIC Adventure is released in Japan on DreamcCast while US fans eagerly await its arrival stateside.

1999: SONIC Adventure ships August 31 in the US, eventually becoming the best-selling SEGA DreamCast game of all time with over six million copies sold worldwide. SONIC’s second cartoon series launches in the US. In October, SONIC’s first clothing line is released in Japan.
2000: The SONIC fashion project makes its way to Paris, France as SONIC apparel is displayed at the Concept Store/Jean Charles de Castelbajac.
2001: On June 18, SONIC Adventure 2 ships in the US for DreamCast. In June, a series of tenth birthday celebrations for SONIC are held across Japan. In December, CoroCoro Comics announces that the artist of the Sonic The Hedgehog comic will be well-known artist Santa Harukaze. The comic first appears in December.
2002: SONIC Adventure 2: Battle is released for GameCube on February 3, marking SONIC’s debut on the platform. Sonic Team’s Yuji Naka receives a Lifetime Achievement Award at the Game Developers Choice Awards in the US, an award presented to individuals who have made innovative and significant achievements in the videogame industry.

2003: In February, the new animated series Sonic X is announced.

2004: In January, Sonic Heroes is released on GameCube, PlayStation2, and Xbox, marking SONIC’s largest multi-platform launch to date.

2005: On November 15, Shadow the Hedgehog marks Shadow’s first appearance in a standalone game, shipping on GameCube, PlayStation2, and Xbox. On the same day, SONIC debuts on NintendoDS with the well-Electronic Theatre Imagereceived Sonic Rush.

2006: With games shipping or in development on seven different platforms, 2006 marks SONIC’s busiest and most diverse gaming year to date.
2007: In the fall, Mario and SONIC make videogame history by joining forces in Mario & Sonic at the Olympic Games Beijing 2008. SONIC makes his debut on the Wii system with Sonic And The Secret Rings shipping in February.
 

Kev J.

01/04/07

 

Return to the Articles Archive 2007 here.

 

 Each of these articles has been written either independently of Electronic Theatre or by an external viewer. The opinions discussed in these articles in no way reflects the opinions of Electronic Theatre.

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