15 Forgotten Video Game Mascots From the 1990s

With the growing popularity of Mario and Sonic the Hedgehog on home video game consoles in the 1990s, it seemed that almost every video game company was set on creating a lovable mascot to give their brand a unique identity. Sometimes these mascots were memorable and iconic, like Capcom’s Mega Man or Namco’s Pac-Man, but other times they failed to leave any lasting impression. Here are 15 forgotten video game mascots from the '90s.


In 1993, Japanese video game developers Irem Software Engineering created Rocky Rodent, an anthropomorphized rodent with a cool attitude and hair to match. This would-be mascot was tasked with rescuing the daughter of a restaurant owner named Pie Face Balboa from the mob. As a reward, Rocky Rodent would get an all-you-can-eat buffet. His bizarre weapon of choice was a can of hairspray, which he used to both defeat bad guys and style his hair.


Tengen created a rival for Sonic when it released Awesome Possum... Kicks Dr. Machino's Butt for the Sega Genesis in 1993. The game featured the cool and badass Awesome Possum, who would collect empty bottles and cans instead of coins or gold rings, in an effort to clean up the forest. It was sold as an educational game for children with an environmental activist theme, but it never caught on with gamers, despite positive reviews. Maybe kids back in the '90s didn’t want to learn about recycling and Earth science while they were playing video games.


Originally developed for the SNES, Croc: Legend of the Gobbos was created as a 3D platformer starring Yoshi from Super Mario World. However, when Nintendo rejected the game, the developers at Argonaut Games changed Yoshi from a lovable dinosaur into a lovable crocodile named Croc, who tried to rescue furry creatures from the evil Baron Dante. Argonaut then pitched the mascot to Sony, who loved the gameplay and released it for the original PlayStation in 1997.


Released in 1995, Ristar was developed late in the Genesis's life cycle by Sonic Team, the same production company that created Sonic the Hedgehog. The mascot was a cute star who had the ability to stretch his arms in any direction to climb, swing, and grab enemies, as he explored a number of planets.

Since the character and game came out just before Sega released the 32-bit Saturn, the mascot never grew in popularity. Ristar managed to gather a cult following for its mechanics and strong gameplay, and the character has since made cameos in other Sega games, such as Shenmue, Segagaga, and Sonic & Sega All-Stars Racing.

5. GEX

In 1994, the 3DO Interactive Multiplayer console was released with the promise of high-end 32-bit gaming. To compete with established consoles like the Nintendo 64 and Sega Saturn, 3DO needed a cool mascot like Mario and Sonic to bring more attention to their video game system. Enter: Gex.

Released in 1995, Gex featured a wisecracking gecko (four years before the first appearance of the now iconic Geico Gecko) with a cool attitude and a penchant for watching TV. The game followed Gex as he tried to find remote controls hidden in TV show-themed levels to get home, but the evil Emperor Rez stood in his way.

While Gex received critical and fan acclaim, it wasn’t strong enough to bring the 3DO into the mainstream against tough competition. The 3DO was eventually discontinued two years after it was released, and Gex was then ported to the Sony PlayStation and Sega Saturn.


While he first appeared in Rareware’s Diddy Kong Racing (along with Banjo-Kazooie) for N64 in 1997, Conker the Squirrel received his own spinoff game for the Game Boy Color in 1999. Conker's Pocket Tales was a lighthearted game that followed the adventures of Conker, a cute squirrel who has to rescue his girlfriend Berri from the Evil Acorn. In 2001, Rare released Conker's Bad Fur Day, where the character went from a cute and cuddly mascot into a hard-drinking and foul-mouthed squirrel who would constantly break the fourth wall during gameplay. The game was remade in 2005 for the Xbox, under the name Conker: Live & Reloaded and later included in the Rare Replay compilation game for Xbox One in 2015.


While the NES and the Sega Genesis were the two systems at the center of the console wars of the late '80s and early '90s, NEC’s TurboGrafx-16 was a modest console from Japan, where it was known as the PC Engine before it was rebranded in America. The console’s mascot was Bonk, a prehistoric caveman kid whose main attack was a fierce headbutt. The mascot and game series—the first game was Bonk's Adventure released in 1990—were quite popular in Japan and Europe, but didn’t gain the same success in the U.S. due to the popularity of Mario and Sonic.


Released as a sequel to the 1986 Japanese arcade game KiKi KaiKai (it was called Knight Boy in limited release in the U.S.), Pocky & Rocky was developed by Natsume for the SNES in 1992. The sequel followed a young Shinto shrine princess named Pocky and her sidekick, Rocky the Tanuki, as they try to save small and cute creatures called Nopino Goblins in a top-down co-op adventure game. Pocky & Rocky received good reviews from critics and even got a sequel for the SNES in 1994, but the characters were never elevated to mascot status.


Rare’s Tim and Chris Stamper created Battletoads, a co-op beat-'em-up game for the NES that featured three musclebound toads named Rash, Zitz, and Pimple as a rival to the widely popular Teenage Mutant Ninja Turtles video games of the early '90s. Battletoads was mostly known for its fun stage design and heart-stopping speed and difficulty level. The characters even crossed over with brothers Billy and Jimmy Lee from Double Dragon in an ultimate beat-'em-up action game.

While the games spawned a short-lived cartoon series and comic strip, Battletoads could never escape comparisons to TMNT. The warrior toads have not been featured in their own video game since 1994.


In 1993, a cocky bobcat with a cool attitude named Bubsy was positioned to usurp the video game mascot throne from Mario and Sonic. However, Bubsy's games didn't live up to the hype, despite being available for the Sega Genesis, SNES, PlayStation, and Atari Jaguar, where he eventually found a home as one of the console's short-lived mascots.

Bubsy in: Claws Encounters of the Furred Kind followed the titular bobcat trying to get back the world’s largest yarn ball from a fabric-stealing race of aliens known as the “Woolies.” A sequel was released in 1994 with an exclusive follow-up for the Atari Jaguar called Bubsy in: Fractured Furry Tales released later in 1994. The game series lasted for one more game with the release of Bubsy 3D: Furbitten Planet for the Sony PlayStation in 1996.


In 1998, Interactive Studios and Hasbro Interactive released a platformer called Glover, which followed the adventures of a sentient four-fingered right-handed glove, for the N64. The object of the game was to get a ball to the end of each level, while trying to solve puzzles, dodge enemies, and find lost crystals to restore the Crystal Kingdom. Glover’s life was tied to the ball, so if it fell off the platform, the glove would also die.

The gameplay was a little ahead of its time and would probably do better with motion-control consoles like the Nintendo Wii or touchscreen Android or iOS devices. As a result, Glover had poor sales and low critic ratings, which led to the cancellation of its sequel.


Before the advent of Sonic, Sega had a different mascot named Alex Kidd, a small boy with big ears and monkey-like features who lived on the planet Aries, which was also known as Miracle World. The games started out in the arcades, but made their way to the Sega Master System as a mix of platforming and puzzle solving games.

Alex Kidd was featured in six games throughout the late '80s and early '90s, but never rivaled Nintendo’s Mario in popularity. Sega needed a different mascot to represent the company, so video game designers Yuji Naka, Naoto Ohshima, and Hirokazu Yasuhara created Sonic the Hedgehog in 1991.

Sega stopped making Alex Kidd games and focused all of its resources into making Sonic more popular than Mario. However, Alex Kidd still made cameos in various Sega games, such as Altered Beast, Sega Superstars Tennis, and Sonic & Sega All-Stars Racing.


Created by French video game developers Titus Interactive, Titus The Fox: To Marrakech and Back (Lagaf': Les Aventures de Moktar) was released for the Amiga and Atari ST personal computers in 1991. The video game followed the titular fox on a quest to rescue his girlfriend Suzy. He must complete 15 levels through the Sahara Desert while dodging dogs, construction workers, and giant bees to save her. It was also eventually ported to the Game Boy and Game Boy Color later in the '90s.

Unfortunately, Titus The Fox received poor ratings from critics and fans alike, and Titus Interactive ultimately filed for bankruptcy and folded in 2005.


After the pair first appeared in Diddy Kong Racing for the N64 in 1997, Rare released a spin-off game starring a bear named Banjo and a bird named Kazooie in 1998. The puzzle-solving 3D platformer followed Banjo-Kazooie as they tried to stop the evil Gruntilda from stealing Banjo's sister's beauty. The game was praised for its non-linear level design, as well as its immersive graphics and deep sound design. A sequel called Banjo-Tooie was released for the N64 in 2000.

Fun Fact: The video game was originally developed as a role-playing game called Dream: Land of Giants for the SNES before it was re-developed.


In 1994, Iguana Entertainment and Sunsoft released Zero The Kamikaze Squirrel as a spin-off game of Aero the Acro-Bat, where he appeared as a sidekick. Zero’s mission was to stop an evil lumberjack named Jacques Le Sheets after he kidnapped Zero’s girlfriend (or should I say “squirrelfriend”) and started to tear down the forest to make counterfeit money.

While it received favorable reviews, Zero The Kamikaze Squirrel never caught on with gamers due to its sloppy controls, while the perception that the character was a blatant rip-off of Sonic the Hedgehog persisted.

Disney Enterprises, Inc.
9 Things You Might Not Know About National Treasure
Disney Enterprises, Inc.
Disney Enterprises, Inc.

Released in 2004 to mixed critical reviews but a positive audience response, director Jon Turteltaub’s National Treasure has grown into a perfect rainy-day film. Stumble upon it on a streaming service or a cable channel and the fable about historian-slash-codebreaker Benjamin Franklin Gates (Nicolas Cage) excavating the truth about a reputed treasure map on the back of the Declaration of Independence will suck you in. Check out some facts about the movie’s development, its approach to historical accuracy, and why we haven't seen a third film.


Originally planned for a summer 2000 release, National Treasure—based on a concept by Disney marketing head Oren Aviv and DreamWorks television executive Charles Segars—had a Byzantine plot that kept it in a prolonged pre-production period. Nine writers were hired between 1999 and 2003 in an attempt to streamline the story, which sees code-breaker Benjamin Franklin Gates (Cage) pursuing the stash of riches squirreled away by Benjamin Franklin and his Freemason cohorts. Filming finally began in summer 2003 when Marianne and Cormac Wibberley got the script finalized. Turteltaub, who spent three years in development before finally starting production, told Variety that “getting Cage was worth [the wait].”


Nicolas Cage and Justin Bartha in 'National Treasure' (2004)
Disney Enterprises, Inc.

Fact and fiction blur considerably in National Treasure, which uses history as a jumping-off point for some major jumps in logic. While it’s not likely the Declaration of Independence has a secret treasure map written on it, Franklin and other Founding Fathers were actually Freemasons. Of the 55 men who signed the document, nine or more belonged to the society.


It can be tricky to secure permission to film on government property, which is why producers of National Treasure probably considered themselves fortunate when they discovered that Walter Knott of Knott’s Berry Farm fame had built a perfect replica of Independence Hall on his land in Buena Park, California back in the 1960s. The production used it for a scene requiring Cage to run on the Hall's roof, a stunt that was not likely to have been approved by caretakers of the real thing.


One of Cage’s cryptic clues in the film is reading a time of 2:22 on the clock depicted on the image of Independence Hall on the $100 bill. Bills in circulation at that time really did have an illustration that pointed to that exact hour and minute, although it was changed to 10:30 for the 2009 redesign. There’s no given reason for why those times were picked by the Treasury Department, leaving conspiracy theorists plenty to chew on.


Speaking with The Washington Post in 2012, guards and escorts for the National Archives reported that the National Treasure films have led visitors to ask questions that could only have been motivated by seeing the series. One common query: whether or not there really is a secret map on the back of the Declaration of Independence. “I call it ‘that’ movie,” guard Robert Pringle told the paper. “We get a lot of questions about the filming.”


Both Cage and director Jon Turteltaub attended Beverly Hills High School in the late 1970s and shared a drama class together. While promoting a later film collaboration, The Sorcerer’s Apprentice, Cage revealed that Turteltaub had actually beat him out for the lead in a stage production of Our Town. Cage was relegated to two lines of dialogue in a bit part.


Nicolas Cage and Diane Kruger in 'National Treasure' (2004)
Disney Enterprises, Inc.

On a press tour for the film, Cage told reporters that he and co-star Diane Kruger bonded by going out at night and singing karaoke. “We’d go and karaoke from time to time and sort of blow it out and be completely ridiculous, which helped, I think,” he said. “I think it was some Rage Against the Machine, AC/DC and some Sex Pistols.”


Popular films often have the residual effect of drawing interest to the real-life locations or subject matter incorporated into their plots. Mackinac Island, site of the 1982 romance Somewhere in Time, has become a perennial tourist spot. The same influence was true of National Treasure and its 2007 sequel, both of which apparently contributed to an uptick in attendance at the National Archives in Washington, D.C.


It’s been over a decade since National Treasure: Book of Secrets hit theaters, but Cage is still optimistic fans of the series could see another installment. Speaking to Entertainment Weekly in 2016, the actor said a third film was in development, with the convoluted writing process slowing things down.

“I do know that those scripts are very difficult to write, because there has to be some credibility in terms of the facts and fact-checking, because it was relying on historical events,” Cage said. “And then you have to make it entertaining. I know that it’s been a challenge to get the script where it needs to be. That’s as much as I’ve heard. But they’re still working on it.”

Matthew Simmons/Getty Images
How Accurate are Hollywood Medical Dramas? A Doctor Breaks It Down
Matthew Simmons/Getty Images
Matthew Simmons/Getty Images

Medical dramas like Grey's Anatomy get a lot of things wrong when it comes to the procedures shown on the screen, but unless you're a doctor, you'd probably never notice.

For its latest installment, WIRED's Technique Critique video series—which previously blessed us with a dialect coach's critique of actors' onscreen accents—tackled the accuracy of medical scenes in movies and TV, bringing in Annie Onishi, a general surgery resident at Columbia University, to comment on emergency room and operating scenes from Pulp Fiction, House, Scrubs, and more.

While Onishi breaks down just how inaccurate these shows and movies can be, she makes it clear that Hollywood doesn't always get it wrong. Some shows, including Showtime's historical drama The Knick, garner praise from Onishi for being true-to-life with their medical jargon and operations. And when doctors discuss what music to play during surgery on Scrubs? That's "a tale as old as time in the O.R.," according to Onishi.

Other tropes are very obviously ridiculous, like slapping a patient during CPR and telling them to fight, which we see in a scene from The Abyss. "Rule number one of CPR is: never stop effective chest compressions in order to slap or yell words of encouragement at the patient," Onishi says. "Yelling at a patient or cheering them on has never brought them back to life." And obviously, taking selfies in the operating room in the middle of a grisly operation like the doctors on Grey's Anatomy do would get you fired in real life.

There are plenty of cliché words and phrases we hear over and over on doctor shows, and some are more accurate than others. Asking about a patient's vitals is authentic, according to Onishi, who says it's something doctors are always concerned with. However, yelling "We're losing him!" is simply for added TV drama. "I have never once heard that in my real life," Onishi says.

[h/t WIRED]


More from mental floss studios