Today, it is time to do this: to look at what happened next.
We know that Ultimate was sold to US Gold, and the company's founders - and creative driving force - The Mysterious Stamper Brothers, fannied off to form Rare. Establishing a close connection to Nintendo, Rare would go on to bestow upon us the likes of Donkey Kong Country, Goldeneye, Banjo-Kazooie, Blast Corps and Perfect Dark.
Like Ultimate, it has become an established fact that the vast majority of what Rare has produced is peerless.
However, just as the true story of Ultimate wasn't always as rosy as we might've come to believe, so Rare's early days developing for the NES were something of a proverbial "mixed bag". Let us now peel open that bag, and take a deeeeeep sniff...
"Urrrgh! Smells like poo!"
Though surprisingly fast-paced, with a reasonable downhill effect, it was tiresomely repetitive and basic. The standard dodge-the-trees/go-between-the-flags/over-the-bumps gameplay never really changed. The white "snow road" down which you sped stayed more or less constant throughout. You might've gotten away with something like this on the ZX Spectrum, but NES owners demanded more.
Perhaps if they'd put a little more effort into the actual game, and spent a bit less time on the skier's distractingly pert buttocks, it might've been a different story.
Indeed, the subterranean stages almost looked like an NES version of Underwurlde (albeit playing more like a bog-standard platformer, with a focus on finding items and using magic). It might not have been the most original of games, but there was at least a little hint that the Ultimate sparkle was still there. Subsequent instalments - all released by Acclaim - would only improve on the formula.
Certainly, from a purely creative perspective, the Wizards & Warriors series was something of a stand-out among a lot of Rare's early output. You could say it was - ahem - a rare gem!!!!!!
Although... what a terrible, terrible shame if you did.
Unfortunately, while it may have had some success with its own properties - and, indeed, the first ever WWF Wrestling game - a lot of Rare's focus around this time, presumably out of necessity, was licensed shovelware. It created games based upon TV gameshows, a Sesame Street edutainment title, a weird tarot card simulation, a Who Framed Roger Rabbit? tie-in, and - slightly later on - a version of Marble Madness.
There was a sense that Rare was trying to find its identity as a console developer, while struggling to establish itself in a new, more crowded, marketplace.
However, what it did lack was that Ultimate Play The Game magic of old; that characterful sense that you were playing a game which could've only come from one company. There was nothing much about Cobra Triangle which felt utterly original in the way that say, Atic Atac did.
Although the cute moment in which your speedboat sprouted a set of helicopter rotor blades at the end of each level, and flew away, did, at least, suggest that Rare hadn't lost its sense of humour.
This pinball sim was also a license - based upon a real-life pinball machine, but with added elements - monsters and the like - which could only work in a video game. Weirdly, Rare made the decision to keep your flippers in view at all times - the lower third of the screen would scroll upwards along with the movement of the ball.
Ultimate went on to reuse the game engine for another pinball title, High Speed. Both, it's fair to say, were a far cry from the unbridled imagination displayed in Knight Lore, like a lewd's plums.
Though relatively well received, the biggest criticism levelled at Captain Skyhawk was that it was too easy. Also, again, almost unrecognisable as the work of the company which brought the world Sabre Wulf and Cookie.
What it is best remembered for, however, is that it felt like an Ultimate Play The Game title, albeit not as ponderous. More significantly, it had the same character and wit to which ZX Spectrum owners had become accustomed.
While it was reasonably well-reviewed, it sadly failed to be big seller - either on the NES or its later Mega Drive port.
Though it had started life under a different name - Iota - when Rare saw the Pickford Brothers' work, then at development studio Zippo Games, they decided to make it an official Jetman sequel.
Its inertia-based gameplay clearly took some influence from Lunar Lander, but the diminishing fuel supply, shooting and ship part-gathering all ensured it felt aligned with its predecessors. Best of all, it felt like a proper, original, video game, if that makes sense.
While solid enough - solid like a rock! - Digger T. Rock was criticised for its basic, repetitive, background graphics, and enormous levels.
It was Battletoads which helped established Rare as a major player in the games industry of the early-90s. A scrolling beat 'em up, with driving and shoot 'em up stages mixed in, it got a lot of flack for its excessive difficulty level. However, the characters were strong enough that most gamers overlooked its cruel level of challenge.
It was, of course, a slightly cynical response to the Teenage Mutant Ninja Turtles - Rare wanted a brand that could generate tie-in merchandise sales on a similar scale.
Battletoads never became the phenomenon that the Turtles did, but the franchise would appear on a number of different systems - there was even an arcade game, and a crossover with Double Dragon - and almost spawned its own TV spin-off (which never made it beyond a weird pilot episode).
In just two short years, Rare would produce Donkey Kong Country for the Super NES, and the circle would be complete...