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The Ten Most Adventurous Sequels in Gaming History, Part 2

Posted by Peter Smith

Super Mario 64



If you'd asked a young me to imagine a three-dimensional Mario Bros. game, I'd have pictured a screenshot from Super Paper Mario — essentially, the point-A-to-point-B linearity of classic side-scrolling Mario, shot from a different camera angle. Instead, Shigeru Miyamoto's first 3D adventure completely rewrote the rules of platforming, replacing the "get to the end" format with a variety of challenges set in one, open physical space. To a generation weaned on linearity, this was pretty overwhelming at first — I remember being plunked down in Bob-Omb Battlefield and wandering around like a chump for an embarrassingly long time. 64 was so different from its precursors that you arguably wouldn't call it a sequel, but bear in mind that no one knew at the time what the next generation of games would look like. Early 32-bit games like Bug and Clockwork Knight dressed 2D gaming in 3D clothes. As usual, that nut Miyamoto had something different in mind. — PS

Castlevania II: Simon's Quest



This game is full of fucking liars. That's the least of its eccentricities but it's worth pointing out up front. Up until the late '80s, Konami's bread and butter was short arcade games, heavy on action and reflex based play as exemplified by well-known staples like Contra and Gradius. The original Castlevania was no different, just six linear stages of unforgiving reaction play that demanded careful attention to the game's weighted attack/jump timing. As home consoles strengthened their grip on players, Konami followed the growing trend of creating longer, deeper play experiences. Castlevania II: Simon's Quest has only superficial similarities to Castlevania. You jump over platforms, whip monsters, and move from left to right. But the world is persistent, requiring you to revisit most locales, and it's littered with towns. Towns are full of non-enemy characters selling items and offering "advice" on how to proceed through the game's barely defined obstacles. Simon's Quest also introduced one of gaming's first night-and-day systems. During the day, towns are safe. At night, everything kills you in two seconds and towns are full of zombie chicks. Konami retreated from Castlevania II's experiments for almost a decade, but the series has never since done anything quite so daring as having its lead die after beating the game. — JC

Zelda II: The Adventure of Link



We are aware that this list is populated almost exclusively by games designed by Shigeru Miyamoto. What can we say? He's an adventurous guy. [Shouldn't that be "adventuresome guy?" — PS] The first Legend of Zelda is, arguably, Miyamoto's true masterpiece, the culmination of his first design era. His benchmarks: Donkey Kong created context and narrative, Super Mario Bros. brought speed and an expanding world beyond a single screen, and the Legend of Zelda created an actual world to explore, an organic place peppered with secrets. After its release in 1986, the next decade of Miyamoto's career was one marked more by refinement than creation. But, in 1987, Miyamoto got experimental. Alongside the aforementioned Super Mario Bros. 2 is Zelda's sequel, The Adventure of Link, a sequel so bizarre in its design choices that it's still seen as a blemish on a series considered unimpeachable by gamers and designers alike. While Zelda II doesn't eschew the original's birds-eye-view perspective entirely — travel and world exploration is presented this way, albeit with a much more expansive view — all the action takes place in multi-tiered scrolling stages (not dissimilar to SMB2's.) Items were replaced by spells learned from chatty townspeople, heart containers and swords replaced by role-playing style attribute growth, and link himself grew from a diminutive elf into a teenager with a peculiar, post-lobotomy stare. Unlike some of the other games on this list, very little of Zelda II's design has been used in subsequent adventures. I've found it only gets better with age, a diamond in the rough of a series that's become bloated and stagnant after twenty years of little revision. — JC

Click here for Part 1.
Click here for Part 3.


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John Constantine, our superhero, was raised by birds and then attended Penn State University. He is currently working on a novel about a fictional city that exists only in his mind. John has an astonishingly extensive knowledge of Scientology. Ultimately he would like to learn how to effectively use his brain. He continues to keep Wu-Tang's secret to himself.

Derrick Sanskrit is a self-professed geek in a variety of fields including typography, graphic design, comic books, music and cartoons. As a professional hipster graphic designer, his recent clients have included Hooksexup, Pitchfork and MoCCA, among others.

Amber Ahlborn - artist, writer, gamer and DigiPen survivor, she maintains a day job as a graphic artist. By night Amber moonlights as a professional Metroid Fanatic and keeps a metal suit in the closet just in case. Has lived in the state of Washington and insists that it really doesn't rain as much as everyone says it does.

Nadia Oxford is a housekeeping robot who was refurbished into a warrior when the world's need for justice was great. Now that the galaxy is at peace (give or take a conflict here or there), she works as a freelance writer for various sites and magazines. Based in Toronto, Nadia's prized possession is a certificate from the Ministry of Health declaring her tick and rabies-free.

Bob Mackey is a grad student, writer, and cyborg, who uses the powerful girl-repelling nanomachines mad science grafted onto his body to allocate time towards interests of the nerd persuasion. He believes that complaining about things on the Internet is akin to the fine art of wine tasting, but with more spitting into buckets.

Joe Keiser has a programming degree from Johns Hopkins University, a tiny apartment in Brooklyn, and a fake toy guitar built in the hollowed-out shell of a real guitar. He writes about games and technology for a variety of outlets. One day he will stop doing this. The day after that, police will find his body under a collapsed pile of (formerly neatly alphabetized) collector's edition tchotchkes.

Cole Stryker is an American freelance writer living in York, England, where he resides with his archeologist wife. He writes for a travel company by day and argues about pop culture on the internet by night. Find him writing regularly here and here.

Peter Smith is like the lead character of Irwin Shaw's The 80-Yard Run, except less athletic. He considers himself very lucky to have this job. But it's a little premature to take "jack-off of all trades" off his resume. Besides writing, travelling, and painting houses, Pete plays guitar in a rock trio called The Aye-Ayes. He calls them a 'power pop' band, but they generally sound more like Motorhead on a drinking binge.


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