Mario & Sonic at the Olympic Games

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Mario & Sonic at the Olympic Games is a 2007 video game created and released by Sega for the Wii. Nintendo published the game in Japan. It was later released for the Nintendo DS in 2008.

Mario & Sonic at the Olympic Games is a 2007 video game created and released by Sega for the Wii. Nintendo published the game in Japan. It was later released for the Nintendo DS in 2008. This game is the first in the Mario & Sonic series, which combines characters from Nintendo’s Mario and Sega’s Sonic the Hedgehog. It is also the first official game licensed by the International Olympic Committee (IOC) through its partner, International Sports Multimedia (ISM).

The game includes 24 events inspired by the Olympic Games. Players choose characters from Nintendo or Sega and use the Wii Remote to perform actions like swinging a paddle. The DS version uses a stylus and buttons instead. Both versions follow real Olympic rules. Sega worked with the IOC to promote sportsmanship and encourage young people to learn about the Olympics. Nintendo allowed Sega to include Mario, a character created by Nintendo, with Sonic the Hedgehog, a character created by Sega to compete with Mario in the 1990s.

Reviewers praised the Wii version for its multiplayer features and the variety of events in both versions. However, some criticized the Wii game for being too complicated and the DS version for not allowing as much player interaction. The Wii version won the "Best Wii Game of 2007" award at the Games Convention in Leipzig. The game sold over 10 million copies and started a series of sports games tied to future Olympic events.

Gameplay

Mario & Sonic at the Olympic Games is a group of 24 events inspired by the Olympic Games. On the Wii, players use the motion sensors in the Wii Remote and Nunchuk to control the actions of the on-screen characters. The player moves the remote in ways that match how the events are played in real life, such as swinging the remote to mimic the hammer throw or pulling back the remote and tilting the Nunchuk like a bow and arrow. While the Nunchuk is needed for archery, it is not required for most other events. Some events, like the five running events, require players to rapidly press buttons on the controller. In some parts of the game, the computer controls actions, such as moving the player in table tennis while the player controls the racket swing. The DS version has the same game design but uses touchscreen controls instead of motion sensors, making its events less physically demanding. For example, players tap the screen instead of pressing buttons rapidly.

Mario & Sonic brings together 16 characters from the Mario and Sonic the Hedgehog series to compete in settings inspired by the 2008 Summer Olympics in Beijing. These settings are designed to match Sonic’s futuristic look and Mario’s cartoon style. Each playable character has unique abilities that help or challenge them in different events. The characters are grouped into four categories: all-around, speed, power, and skill. The Wii version includes extra characters from the Mii Channel, where players can create a custom avatar called a Mii. Both versions include non-playable characters who act as referees for events.

Both versions of the game have three similar gameplay modes: Circuit, Single Match, and Mission. In Circuit mode, players compete in a series of events or create their own circuit. In Single Match, players choose individual events to compete in. Mission mode is a solo challenge where each character has six specific tasks to complete, though the characters’ abilities are not balanced, making the tasks harder. The Wii version allows one to three players to compete together in Circuit and Single Match, while the DS version has a separate multiplayer mode called Versus Play, which supports up to four players using the DS’s wireless features. The DS version also offers a feature called DS Download Play for players without a copy of the game, though it limits the number of events to six and removes Circuit mode.

Both versions include a gallery mode with brief facts about the Olympics. The gallery organizes Olympic trivia into five categories, such as history and athletes, and includes minigames that unlock answers to questions. Classic music from the Mario and Sonic series is available once all levels in a category are completed. Both versions also have leaderboards that connect to the Nintendo Wi-Fi Connection to show the best times and scores for each event.

The game includes real Olympic events for the Single Match and Circuit modes, following the rules of the sports. Events on the Wii are grouped into athletics, gymnastics, shooting, archery, rowing, aquatics, fencing, and table tennis. Similar events have different gameplay, such as the importance of a quick start in the 100-meter dash compared to longer races. In relay events, like the 4 × 100 meters relay, players can form teams with any four characters.

In addition to regular events, the game includes alternate versions called Dream Events. These events have more dramatic and imaginative gameplay, taking place in locations and using objects from older Mario and Sonic games. Players can use characters’ special abilities and experience slow-motion moments.

While both the Wii and DS versions include similar events, each has unique events not found in the other. For example, the DS version includes 10 m Platform Diving, cycling, and five Dream Events—canoeing, boxing, basketball, long jump, and skeet shooting—that are not in the Wii version.

Development

After Sega changed from making video game hardware to creating games for other companies in 2001, Nintendo and Sega began working more closely together. Their first major project together was when Amusement Vision made the game F-Zero GX for the GameCube in 2003. At some point, both companies had informal talks about making a game that would include Sega’s Sonic the Hedgehog and Nintendo’s Mario characters. These discussions involved Yuji Naka, who led Sonic Team, and Shigeru Miyamoto, who created Mario. However, the idea was not developed further because it lacked a setting that would make the game exciting.

Nintendo Europe’s marketing director explained that the Olympics were chosen as the first meeting place for Mario and Sonic because the event brings people of all ages together. This spirit of unity made the Olympics a fitting setting for their collaboration.

The idea of using the Olympics as a setting for the game began after Sega was given the license to promote the 2008 Summer Olympics in Beijing. Sega wanted to use its license to inspire young people to learn about the Olympics and decided to make a sports game featuring characters that young people love, like Mario and Sonic, instead of creating a realistic simulation. Sega then asked Nintendo for permission to include Mario in the game, leading to the first time these two mascots appeared together. Nintendo agreed and worked with Sega to ensure the game met high quality standards. Both companies believed the Olympic Games’ focus on fair competition made it the best setting for their characters to team up.

Mario & Sonic at the Olympic Games was officially announced on March 28, 2007, in a joint press release by Sega and Nintendo. The game was mainly developed by Sega Japan’s Sports R&D Department, with supervision from Shigeru Miyamoto, who was the senior producer. Sega’s Osamu Ohashi and Nintendo’s Hiroshi Sato were the producers, Sega’s Eigo Kasahara was the director, and Teruhiko Nakagawa was the composer. TOSE, a company that often does not credit itself in its games, also helped develop the game. The game is officially licensed by the International Olympic Committee (IOC) through its exclusive partner, ISM, and is the first official video game of the 2008 Summer Olympics.

Sega Europe’s president said the game originally included events like judo to fully represent the Olympics, but the number of events was later reduced, and judo was removed. The game was developed faster than expected, and in October 2007, Sega announced the release date for the Wii version was moved up by two weeks. The game was released in 2007 in North America on November 6, in Japan on November 22, in Australia and Europe on November 23, and in South Korea on May 29, 2008. The DS version was released in Japan on January 17, 2008, in North America on January 22, in Australia on February 7, in Europe on February 8, and in South Korea on June 26, 2008. Both versions were published by Nintendo in Japan (where it is called Mario & Sonic at the Beijing Olympics) and by Sega in other regions.

Reception

Mario & Sonic at the Olympic Games was a successful video game. In the first few months after its release, it was the top-selling game in the United Kingdom four times. It stayed the number-one seller for seven weeks, including the first two weeks after it came out. The Wii version sold 500,000 copies in the UK during those seven weeks. By June 2008, both the Wii and Nintendo DS versions together sold 1.2 million copies in the UK, which led Sega to plan ways to sell the game again there. The game eventually sold over 2 million copies combined in the UK. According to the NPD Group, the Wii version was one of the top ten best-selling games in the United States for December 2007, selling 613,000 copies. An analyst named Jesse Divnich said the game shows how brand recognition, like the names "Mario" and "Sonic," can influence sales. He noted that the Wii is different from other consoles like Xbox 360 and PlayStation 3, where higher quality games usually sell more. Divnich added that casual and social gamers did not care about the game's low Metacritic scores, but the popularity of the "Mario" and "Sonic" characters helped sell the game in the US.

As of December 28, 2008, 594,157 copies of the Wii version and as of December 27, 2009, 383,655 copies of the Nintendo DS version had been sold in Japan. The Nintendo DS version was the 27th best-selling game in Japan in 2008. In the same year, it was the 8th best-selling game in Australia, and the Wii version was the 4th best-selling game there. In July 2008, Simon Jeffrey, president of Sega of America, said Sega had sold about 10 million copies of Mario & Sonic worldwide and wanted to work with Nintendo again to make another game with the characters. The game is listed in the Guinness World Records Gamer's Edition 2010 as the "Best-selling gaming character cross-over," with 7.09 million copies sold on the Wii and 4.22 million on the DS.

The Wii version of Mario & Sonic won the "Best Wii game of 2007" at the Games Convention in Leipzig. However, both the Wii and DS versions received mixed reviews. Critics said Sega and Nintendo did not create a platform game, which is the genre both companies are famous for, but instead made an Olympic-themed party game. Tae Kim of GamePro called this a "marketing tool" to promote the XXIX Olympic Games. The Wii version was praised for being fun to play with others, but criticized for simple gameplay and confusing rules. GameTrailers said the game lacked "polish and simplicity" and relied mostly on the popularity of the characters for appeal.

GameSpot's Aaron Thomas said the Wii version's motion controls were "uninteresting and occasionally frustrating." X-Play's Morgan Webb agreed, calling the controls "non-intuitive" and saying players had to "wave their Wiimotes frantically while pressing several buttons at the same time." Dan Hsu of Electronic Gaming Monthly said the controls were too complicated for a game that should be easy to play. Tae Kim said the events were "short and fairly shallow" and required players to move the "Wii Remote and Nunchuks in specific ways—rapidly up and down for running events, for example." Mark Bozon of IGN called the game a success because of the variety of competitions, but noted that events in the same category felt similar. He said the fantasy events, which had more complex rules, were more enjoyable.

On the Nintendo DS, Mario & Sonic was seen as similar in design to the Wii version, but opinions on the controls varied. GameSpy's Gerald Villoria said the differences between the versions made them equally fun. Andrew Fitch of 1UP.com said the DS version was easier to play for long periods because it did not require physical movement. He said events were "far more enjoyable on the DS" because they used the player's fine motor skills. However, Ellie Gibson of Eurogamer said the lack of physical activity made the game less engaging. Craig Harris of IGN said "Rapidly drumming the controllers is far more challenging than quickly stroking the touchscreen" and felt the DS version was less relevant than the Wii version because it came out later.

Most reviewers said the Wii version had clear graphics and smooth animations. Iun Hockley of N-Europe said each character looked good, and Thomas said the graphics were "crisp and colorful." Mark Bozon liked the music but said the Olympic-related tracks "could be a bit generic." Robert Workman of GameDaily called the background music "mostly forgettable." Emily Balistrieri of GamePro said the music on the DS version "wasn't too interesting." The DS version had similar graphics to the Wii version. Harris said the lack of online play was a "missed opportunity" because the DS version could not compete with others online. Many reviewers, including Gibson and James Orry of Pro-G, said uploading scores was a slow process. While the home console version had online rankings, it did not allow direct competition. Bozon said the leaderboards "certainly made sense for a game like this."

Sonic at the Olympic Games is a mobile phone game featuring Sonic and other characters in Olympic-themed sports events. It was released in June 2008 by AirPlay and published by Sega. The game's success led to more Mario & Sonic games for future Olympics. Mario & Sonic at the Olympic Winter Games, based on the 2010 Winter Olympics, sold 6.53 million copies in the US and Europe by March 31, 2010. Mario & Sonic at the London 2012 Olympic Games, based on the 2012 Summer Olympics, sold 3.28 million copies in the US and Europe by March 31, 2012. Sean Ratcliffe, vice president of marketing at Sega of America, said the success of the games depends on whether they are popular with players.

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