Mid-June passed day by day, the players' anticipation growing with each passing moment.
In game stores, Arc the Lad II continued its steady climb in sales, proving that Sony had already carved out a place for itself among traditional RPG players.
Yet, whether in school hallways or the second-hand cartridge trading areas of Akihabara, the most talked-about topic remained the approaching June 23rd.
Some players would detour to electronics stores every day after school, staring blankly at the promotional screens for Super Mario 64 as they played the gameplay demo on a loop.
A cautious, wait-and-see sentiment spread throughout the entire Japanese gaming market.
Other developers, who had originally planned to release games in late June, chose to postpone their launches, hoping to avoid the unstoppable wave that would accompany the N64's debut.
On the night of June 22, 1996, long queues had already formed on the streets of Akihabara, Tokyo.
The stifling heat of the rainy season failed to dampen the players' enthusiasm.
Many people brought folding chairs and bento boxes, waiting outside the entrances of major electronics chains.
Months of relentless hype and the hands-on reports from E3 had pushed the players' anticipation to a fever pitch.
On the morning of June 23rd, game retail stores opened their doors right on schedule.
Nintendo's next-generation console, the Nintendo 64, was officially released.
Alongside the console, three launch titles hit the shelves: Super Mario 64, Pilotwings 64, and Hanyu Shogi.
Compared to the dire situation when the Game Boy and Super Famicom were launched and Sega had ambushed them, Nintendo's launch this time went exceptionally smoothly.
Sega had not scheduled any major titles for a direct confrontation around the June 23rd release date.
This was not an act of mercy from Sega.
In the gaming industry environment of 1996, the development cycles for next-gen 3D games were growing longer, and the investment in funding and manpower was increasing exponentially.
It had become completely unrealistic to forcibly compress development cycles or adjust game release dates simply to sabotage a competitor, as they had done in the 16-bit era.
Any delay or early release of a million-polygon blockbuster would now involve massive marketing budgets and complex distribution logistics.
Forcing a release just to sabotage a competitor would only result in an unpolished, half-baked game.
Thus, Nintendo monopolized the market's spotlight for the N64's launch.
In a Tokyo apartment, Harada, a college student who had just returned from Akihabara, connected the black N64 console to his TV.
He carefully inserted the gray Super Mario 64 cartridge into the slot on top of the console and pressed the power button.
The Nintendo logo lit up on the screen, followed by Mario's 3D face, which could be freely stretched and pulled.
Harada picked up the uniquely shaped, asymmetrical controller, placed his left thumb on the analog stick, and began running on the grass in front of Princess Peach's Castle.
Mario's movements were fluid; the transition from a slow walk to a fast run was smooth and natural, responding to the pressure on the analog stick.
Jumps, triple jumps, wall kicks—the feedback from the physics engine felt solid and satisfying.
After a few days of gameplay, feedback from major gaming media and player communities began to pour in.
Super Mario 64 received widespread acclaim, as expected.
Mainstream gaming magazines in the West and Japan all gave the game exceptionally high scores, praising it for setting a new benchmark in level design for 3D action games.
The sense of exploration within its box-garden worlds, combined with a rich action system derived from button combinations, fully immersed the players.
However, amidst this own-blown praise, there were also some rational voices.
If this game—featuring free movement in a three-dimensional space, realistic physical collisions, and fluid calculations—had been released a year ago, it would have undoubtedly sent shockwaves through the entire industry, leaving players unprecedentedly stunned.
But by the summer of 1996, players' horizons had already expanded.
Over a year ago, when Sega Jupiter released Sonic 3D—a title led by Mark Cerny's technical expertise—it had already delivered a visual impact with immense depth.
And Paper Pokémon Adventure, with its dimension-breaking design and solid combat feel, had already educated the market on the concept of 3D games.
The excellent performance of these earlier titles had already raised the bar.
Players had already experienced the thrill of high-speed movement in 3D space and the tactile satisfaction of three-dimensional physical interactions.
Therefore, when Super Mario 64 finally reached players, it remained an exceptionally polished work. Yet, the raw shock of experiencing a 3D world for the first time had already been somewhat diminished.
Media reviews focused more on how the game "perfectly showcased the N64's powerful hardware and Nintendo's signature level design," viewing it as a masterful fulfillment of Nintendo's E3 promises rather than a completely mind-bending revelation.
Nevertheless, as the N64's launch title, Super Mario 64 fully met players' expectations. As long as a game was genuinely fun, a steady buildup of positive word-of-mouth was a natural consequence.
This positive reception directly and steadily drove the N64's initial sales.
Kyoto, Nintendo Headquarters Building.
In the President's Office, Yamauchi Hiroshi sat behind his desk, reviewing the sales summary just delivered by the Sales Manager.
First-day sales in Japan: 210,000 units.
First-day sales in North America: 180,000 units.
Yamauchi's gaze lingered on the numbers for a moment, the lines on his face softening slightly.
The pricing strategy—25,000 yen and $199—combined with Mario's star power, successfully carved out a niche in the next-gen market.
A few days later, the global first-week sales figures were released.
1.03 million units.
For a new console that used cartridges and had a relatively small launch lineup, this was an exceptionally strong performance.
"A solid start," Gunpei Yokoi said, leaning back on the sofa as he reviewed the sales report, his tone relaxed. "With Sega out of the picture, our distribution and sales rollout went exactly as planned. An install base of one million units is enough to convince the hesitant third-party developers of the N64's potential."
Shigeru Miyamoto sat beside Yokoi, flipping through several of the latest gaming magazines, their pages filled with reviews of Super Mario 64.
"The player feedback is exactly what we expected," Miyamoto said, his voice steady as he turned the pages. "They love the feeling of exploring these open-ended sandbox worlds, and the analog stick's controls have been well-received."
He paused and closed the magazine.
"However, Sega did beat us to the punch," Miyamoto admitted, facing the market reality head-on. "With Sonic 3D and their other titles, they've already raised the bar for what players expect from a 3D game. While Mario scored high, we can feel the threshold for next-gen acceptance is getting higher. It's going to be increasingly difficult to surprise them with graphics and mechanics in the future."
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