F.U.R.: Fauna Quest

F.U.R. Fauna Quest is an action game based on the F.U.R. franchise (combining plot elements from both the original TV series and 1988 movie) by Magic World, developed by Software Creations and published jointly by Playfair Interactive with Sony Imagesoft for the Super NES and Sega Genesis, along with versions for MS-DOS/Windows. Macintosh and Amiga, in 1994.

Separate versions for the Nintendo Game Boy and Sega Master System/Game Gear were developed by Eurocom and [https://en.wikipedia.org/wiki/Aspect_Co. Aspect] respectively.

SNES/Genesis/Amiga/PC versions
This side-scrolling platformer/beat 'em up hybrid lets the player choose between Maya or Reggie Brushtail, a multiplayer mode allows for a second player to pick the one not selected. The mission is to locate the elixir amidst ancient Faunasapien ruins and rescue Donna before Dr. Mendelson and Crulbog (who have joined forces in this alternate telling of the franchise) can take over New Faunahaven.

Starting in downtown New Faunahaven, the player has Maya or Reggie roams city streets, the Neon Savannah and eventually numerous locations pertaining to ruins of ancient Faunasapien civilizations, fighting off mooks aligned with Mendelson and Crulbog and collecting items along the way, and occasionally defeating bosses.

Collectables include jewels (100 of which grant the player an additional continue), food items (which replenish health) and F.U.R. tokens (which transport the player to a bonus stage).

Game Boy version
The plot is similar to the 16-bit version but gameplay is completely different. The game is less of a beat 'em up and more of a straightforward platformer with a logic/puzzle-solving element, though enemies are still present in levels as surmountable hazards.

Also unlike the 16-bit version, the game has separate player modes for Maya, Reggie, Ben and Karla, all of which must be played to access the final area.

Game Gear/Master System versions
The game is also more of a standard platformer with a similar plot also requiring a search for keys (like the GB version) but it is similar to looking for the Chaos Emeralds in the 8-bit versions of Sonic the Hedgehog 1 and 2, in that they must be scouted out and collected to receive the "good ending" (though unlike both, levels subtly hint at where to find them, requiring logical thinking).

Development
In the early 1990's, F.U.R. was experiencing further popularity than its original syndicated run from 1987, particularly in some parts of Europe, South America and Australia. This, combined with the show garnering more of an American audience mainly via repeats on Nickelodeon, prompted demand for video games based on the series.

Magic World was daunted by this as they feared other publishers and developers could diminish quality without the studio's input, whereupon Playfair Interactive came to be as its subsidiary, also securing a brief co-publishing deal with Sony Imagesoft. While computer games based on the franchise seemed like a more easygoing venture, production of a console game was more uncertain.

Using their new connections, Playfair got into contact with various developers who all either turned it down or couldn't due to scheduling conflicts, until they eventually reached agreements with Software Creations, Eurocom and Aspect Co. (particularly after seeing some prior work from the development studios).

The game began production in December 1993 with a targeted release date of November 1994.

Graphics were developed by Playfair's in-house team of game programmers and artists (who were, at the time, primarily focused on the creation of licensed computer games) and needed to be taught about the color palettes and programming languages of 16-bit consoles beforehand. Eurocom and Aspect, on the other hand, required only model sheets of the characters and background art to use as reference.

Michael Warren recalled frequently getting anxiety-fueled nightmares about the game failing in retail or turning out badly during the several months it was in production, whereupon Magic World and Playfair staff constantly recommended he take breaks with soothing activities.

Marketing
Playfair presented an early build of the game (along with their other products to be sold later in the year) at the Summer 1994 CES in Chicago. Although tremendously overshadowed by Nintendo's presence at the trade show, especially their presentation of then-upcoming Donkey Kong Country, Playfair CEO of the time Cliff Wilson stated they had received some foot traffic and play-tests. Magic World founders Michael Warren and Joseph Haddad (who participated in the exhibition) recalled it was less than ideal but better than being ignored altogether, as they figured was a best case scenario.

Closer to the video game's release in North America, comic book publishers such as Archie, Marvel and DC as well as gaming magazines such as Nintendo Power, GamePro and Electronic Gaming Monthly displayed full-page advertisements.

In the US, Toys "R" Us held a sweepstakes to promote the game in conjunction with Delta Air Lines, with the grand prizes being a $1000 "Christmas shopping spree" or an all-expenses-paid trip to Peru with a tour of Machu Picchu (to explore "real ruins"). Most entrants instead received discounted vouchers to purchase the game on either 16-bit system of choice (or alternately the CD-ROM version for personal computers).

In Canada, Zellers hosted a similar (but smaller) contest in partnership with General Mills, McDonald's and Malofilm Video. The only grand prize on offer was a $1000 shopping spree at Zellers, with every entrant receiving McDonald's gift vouchers and a half-price coupon for a copy of the game on any system of the entrant's choosing. Guests could enter by solving a quiz on specially marked boxes of regular or Honey Nut Cheerios, answering challenge questions on a form sheet torn from an F.U.R. display at Zellers stores or writing answers for trivia questions (given at the end of Malofilm's VHS tapes of the series) onto paper to be mailed in later on.

Sales
The game was released on November 22, 1994 in North America, shortly before the highly competitive Black Friday weekend and in time for the Christmas season. The game initially had its sales hampered by the releases of more popular Super NES and Genesis titles such as Donkey Kong Country, The Lion King, Sonic & Knuckles, Mortal Kombat II and Earthworm Jim among others.

However, positive word-of-mouth spread from those who had rented the game or gotten discounted copies through vouchers (such as the aforementioned contests) helped provoke interest in the game throughout the following year, such that by the end of the 1995 Black Friday weekend, the game had sold over 2 million copies in North America alone.

Reception
The game received varying responses across its different versions.

GamePro 's review complimented both the SNES and Genesis versions of the 16-bit game but opined that the Genesis' FM sound capabilities matched the "cyberpunk-like" setting of New Faunahaven, whereas the more synthetic orchestral sound of the SNES better replicated the tribal feel of the ancient ruins levels. As for gameplay, they remarked it was "passable but challenging" and it would be recommendable for "any kid who finished The Lion King but hasn't yet gotten to Donkey Kong Country, among the pile of Christmas presents".

The same magazine had a more mixed response to the Game Boy and Game Gear versions, with more praise to the Game Gear for better replicating the feel of the game with colorful graphics and the usage of a logical trick within the level design to find keys. The Game Boy version, on the other hand, was deemed "somewhat drab-looking" with "basic controls" in comparison albeit praising the game's character selection (unlike the 16-bit game).

Electronic Gaming Monthly similarly preferred the SNES and Genesis versions, praising the game for its "nonstop adrenaline-rush" gameplay, artwork and music and Entertainment Weekly rated both versions "A", though (given the magazine had received knowledge of the franchise) criticized it moderately for limiting playable characters to only Maya and Reggie, noting that Ben and Karla were also important to the series' plot.

Nintendo Power more or less echoed similar statements about the SNES and Game Boy versions, recommending the latter be played on a Super Game Boy to "get the feel of the adventure".

Reviews in later years generally rate the game more positively, especially from fans of the cartoon series and movie, who believed elements of both were seamlessly combined and even praised Playfair for their more watchful policy when it came to supervising development of licensed games.