How Rhythm Games Blew Up (And Then Burned Out)
It began with a dog and an onion.
Sure, NanaOn-Sha’s PaRappa the Rapper wasn’t the first video game to demand players sync button presses to a basic beat via on-screen prompts. For instance, the early Bandai dance mat peripheral-based game Aerobics Studio – a primitive NES precursor to the likes of Konami’s Dance Dance Revolution – was first released in Japan in 1987 and handily pre-dates PaRappa. It wasn’t the first to intrinsically weave music into the core of the game itself, either, as anyone who had the misfortune of, say, waking up during 1992 and unwrapping a copy of Marky Mark and the Funky Bunch: Make My Video can probably attest.
But Aerobics Studio is overtly an exercise game set to some bleeps and bloops, and the Make My Video trio of FMV games (INXS, Kris Kross, and Marky Mark and the Funky Bunch, all released in 1992) are famously regarded as some of the worst ever inflicted upon humanity.
If you’re really looking for the flame that truly lit the rhythm game fuse – a genre that would later go on to become one of the most lucrative in the industry throughout the mid- to late 2000s – look no further than this love-struck, two-dimensional dog and his onion-headed karate mentor.
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Kick! Punch! It’s All in the Mind
Development for PaRappa the Rapper began in 1994, just after the original PlayStation was announced. It was launched in Japan in 1996 and a worldwide release followed in 1997. Created by Japanese music producer Masaya Matsuura and American graphic artist Rodney Greenblat, PaRappa the Rapper was a game like no other that had come before it.