With new hardware out and about it was time for some market consolidation in 1992, not that exciting things didn’t happen. As Street Fighter II went for world domination, SEGA released new hardware, and Nintendo were very, very much still in the race…

Super Mario Kart

Nintendo didn’t know it at the time, but they basically created a monster when they unleashed Super Mario Kart on the Super Nintendo. Using the console’s incredible-for-the-time “3D” graphics, this Mushroom Kingdom racer saw the player control a sprite in the middle of the screen that stayed pretty much still as various worlds whizzed about it, but what worlds – and what control! Ensuing years saw innumerable sequels and imitators, but arguably none have delivered the precision – and fun – of the OG.


In a continued initiative to innovate (and compete with NEC’s PC Engine), SEGA unleashed their Mega-CD add-on for their Mega Drive. Designed to sit neatly underneath the console and harness the huge storage capability of a compact disc compared to a ROM cartridge, the system also beefed up the Mega Drive’s capabilities with a faster CPU and extra whizz-bang graphical oomph. While some games tried something new, many were just ROM games with cutscenes, and the peripheral only found a hardcore audience.

Super Nintendo

It took its sweet time getting here, but on July 3 Aussies could finally get their hands on an official localised machine (rather than going to the hassle of importing and converting power and video). Best of all, we received the same design as Japan’s Super Famicom, just with the Super Nintendo name, rather than the unusual boxy grey and lilac number that the US received almost a year earlier. With Super Mario World available right at launch it was an instant best-seller, despite the jump that the Mega Drive had on it locally.