March 19

The Genius of 1-1 (Super Mario Bros.)

Super Mario Bros. Single handedly saved and revived the gaming industry and re-popularized the public’s interest in home consoles as well as video games as a whole.

Looking back as to why this was the case is quite simple, and can easily be traced back to what’s known as the “Console Market Crash”, one of the most significant moments in the history of video games. The console market crash happened due to the oversaturation and mass production of low effort console games with popular IP’s to its name in order to capitalise on its commercial success. A great example of this would be the disaster of the E.T game.

Because of this over saturation, the general public quickly lost interest in home console games, which gave way to the much more powerful Personal Computers which were set to dominate the gaming industry for the foreseeable future. However, one company firmly believed in home gaming consoles. Nintendo carefully studied how to regain the lost joy from home consoles to the general public, they were certain that their games would be able to make an impact on the industry as a whole. Despite their beliefs, investors weren’t content with the idea of the Famicon, and advised Nintendo to market their home console as a “System for Entertainment” in order to deviate from relating their product to video games.

“The first shipment of NES systems arrived in a neat stack that barely took up half of the trailer on which it was transported. The boxes were stored in the warehouse, and the team began the arduous task of trying to get retailers to accept Nintendo’s products. Most store owners did not want to look at video games, let alone waste floor space selling them. In fact, team members were cautioned not to use the term video game. The NES was to be sold as an “entertainment system.”- (Kent, S.L. (2021) The ultimate history of video games. volume 1, from pong to Pokémon and beyond–the story behind the craze that touched our lives and changed the world. New York: Crown)

As a way to regain the consumer’s trust, Nintendo created their own “Nintendo Seal of Quality” which would ensure that the game was of a certain standard. Nintendo’s new approach allowed it to act as a publisher as well as a tester for third-party companies to ensure that these produced quality games. Because of this, as well as the technological innovations of the time, that the standards, development costs as well as the quality of games drastically improved or heightened. Not to our surprise, the company who knew how to best take advantage of these innovations was Nintendo, Kent explained it best in his book The Ultimate History of Games “Super Mario Bros. took Mario out of his single-screen setting and placed him in a huge, vivid world. Instead of simply climbing ladders and moving around on platforms, players now controlled him as he ran through a seemingly endless, brightly colored countryside filled with caverns, castles, and giant mushrooms.”, which gives us a good insight as to how Nintendo was able to create a vivid world despite the limitations of the NES.

O’Donnell (2014) also states, “The release of the NES would change the video game industry forever. Not just the quality of the video games, but the way the video games were developed, sold, and marketed”, the NES, as well as the release of Super Mario Bros. shifted the gaming industry as a whole, and set up a new standard, as previously mentioned, which changed both developers and consumers approached games.

With a brief look at the history of this title, as well as how important this game’s launch was for the industry, we can now make a deep dive into what made Super Mario Bros. such an important and revolutionary title.

One of the biggest factors into the success of this game, was Mario’s design, which as Shaw describes in her book Gaming at the Edge: Sexuality and Gender at the Margins of Gamer Culture, “in Nintendo’s famous Super Mario Bros. franchise, the title character, Mario, was not origi­nally conceived of as an Italian American plumber. Rather, the particularities of his design arose out of an assemblage of factors. His pudgy features, colorful costume, large nose, and bushy mustache— ­ characteristics subsequently read as signifying his Italianness— ­were all designed to make the most of the limited graphics of early arcade machines and Nintendo consoles” (Shaw, 2014, p.23).

Mario Sprite

Fig. 1, Image showing Super Mario’s design in Super Mario Bros.

 

Nintendo knew how to make a simple yet visually appealing character. His overalls, as well as his hat are excluded from Shaw’s description, but I believe its also important to mention since they add to the perspective of the Italian plumber. Additionally, adding a hat would remove the need of having to animate hair, which would’ve been a struggle to develop especially considering the limitations of the time. Because of this, Mario’s design was easy to develop and was a simple design that’s easy on the eye for all audiences.

Level 1-1 is the primary example of how to design a tutorial level without telling the player what to do. It started the trend of going to the right when you start a platforming level, which has become a staple across multiple 2D Platformers since the release of Super Mario Bros. The level starts off with Mario standing on a bricked ground with some bushes and mountains on the background which are coloured with different shades of green, and is accompanied by a nice blue sky, which’ll be a constant throughout the level. Just with this powerful first image, we can see how this game doesn’t use harsh or dark colours (yet) which would hinder how easy the objects on screen could be seen. This initial level is also visually pleasing for the younger audiences, allowing for them, as well as their parents, to easily get invested into this vast and magical world.

Accompanied by an upbeat music, the player quickly realises how there’s a mushroom shaped enemy walking towards them. If the player walks directly to them, they will lose a life, meaning that they’ll have to avoid this enemy by jumping over them, or jumping on them in order to defeat them. As the player progresses, they will see two different blocks, one shining with yellow with a question mark, and another standard brown block.

Fig 2, Mario jumping on Goomba and showing the blocks for the first time.

Fig 3, Mario jumping to hit the blocks revealing a power up mushroom that makes him bigger.

As seen on Figure 3, when Mario jumps on these blocks various different things happen. The first question mark block reveals to have a coin hidden in it, and the second one reveals a mushroom (different to the one we just jumped on) to the player. Which, upon interacting, will allow us to power up by making Mario bigger. This Power-Up allows Mario to move quicker, as well as jump further and higher. This also widens his hit-box however, which means that he’s more likely to get hit by enemies. When Mario has powered-up, the player can afford to get hit once without losing a life, which if they did they would have to restart the level from the beginning.

Figure 4, Super Mario Bros. teaching the player the maximum jump.

After this, the game teaches you the maximum height jump Mario can do, by cleverly spacing out some pipes so that Mario can jump from one all the way to the other, as shown in Figure 4. The game also puts enemies on the floor between the pipes so the player knows what’s at risk if they mess up the jump. The game immediately tells the player it’s most important mechanic, “jump”, which is a neat call-back to Mario’s origin in “Donkey Kong” where he was known simply as “Jump-Man”.

Figure 5, Video showing Mario using Fire Flower power up as well as the Super Star power up.

There’s also various power-ups scattered throughout the map of 1-1, for example the “Fire Flower” allows for Mario to launch projectiles in front of him that will bounce off and hit enemies. This allows for Mario to have other options apart from jumping on top of enemies as a means to defeating them.

There’s also another power-up, known as the “Super Star”, which allows for Mario’s sprite to blink and become invincible for a set period of time. This power-up changes the background music to a much more energetic and upbeat one, which immediately transmits to the player “run and go as fast as you can”, whilst being able to immediately defeat enemies, the “Super Star” really makes the player feel empowered for the short period of time they have it activated for.

As you can see in Figure 5, both power ups above can be stacked and be used together. Which allows for players who are reluctant to run into enemies to maintain the projectiles as well as the speed the Super Star gives you.

The level design of Super Mario Bros. is at a whole different level, especially given that it was the first side-scrolling platformer. This game was advanced for its time and is a perfect way of telling players how to play the game exclusively with gameplay and not by explicitly telling them with an in-game tutorial that holds the player’s hands until they’ve completed said tutorial. As Loguidice said in his book Vintage Games. “The gameplay was superb, which is why the formula continues to be popular today, as demonstrated by the release of 2006’s New Super Mario Bros on the Nintendo DS. The controls in Super Mario Bros are straightforward and intuitive.”which is a statement that to this day still holds up. Super Mario Bros. is a simple, yet effective game that’s easy to pick up, and thanks to various re-releases as well as the game being on the Nintendo Switch Online’s NES catalogue of games means that its easily accessible by gamers around the globe to enjoy.

 

It’s understandable to make a deep dive into the first level and ask yourself “why?”, why would people make such a big commotion on the first level of a game that came out in the 1990’s?, as explained earlier, the console market crash arose out of the distrust of the consumers towards home console games, and “Super Mario Bros, played a decisive role not only in the revival of the console market, but in the expansion of the videogame industry as a whole.” (Loguidice, B. 2009. Vintage Games. Boston. Focal Press.) .The genius level design that went into each level so that the progression and adventure felt like you were actually traversing a world is what made Super Mario Bros. stand out and revolutionize the gaming industry for the foreseeable future, creating a cultural impact that has only been made possible because of the success of this game.

 

References and Sources:

Kent, S.L. (2021) The ultimate history of video games. volume 1, from pong to pokémon and beyond–the story behind the craze that touched our lives and changed the world. New York: Crown.

Gaming at the Edge: Sexuality and Gender at the Margins of Gamer Culture

Loguidice, B. 2009. Vintage Games. Boston. Focal Press.

 O’Donnell, 2014

 

*All videos used in this post have been taken by me on the Nintendo Switch Online’ NES service. This allows for a faithful emulation of the original NES release of the game on modern hardware, the only differences are the UI of the Nintendo Switch Online’s NES service appearing. However this does not hinder the experience nor the overall gameplay of Super Mario Bros. as this is merely used as a demonstration of the game.

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February 9

Digital and Physical Games Debate

As a result of the PlayStation extended maintenance, which affected every PlayStation user, there has been a big debate on social media once again with “digital vs physical” games. For those who are unaware, there are games on PlayStation 4 and 5 that even if you have them downloaded or own them physically, you still require to connect to the internet in order to play them, even if they are single player experiences. This locked out a good chunk of players out of games such as FC 25, where PS5 users can cross-play with X Box Series X/S players, but because of the issues of the extended maintenance, those who play this game on X Box, were able to thrive and play against rivals of their own console without having to worry about the PlayStation users (which is where most of the pro players play, so this allowed for better transfer market deals, better placement in online matches amongst other features that are related to Ultimate Team)

What I’m getting at is, if you wanted to play a game, offline or online, or even download a game you have purchased, or buy a DLC, you simply couldn’t (for the most part). This has caused a huge ripple effect where consumers are talking about buying in physical medium again just to avoid issues like these happening in the future. Being locked out of using your console’s games for 24 hours, especially when Sony has been unclear if it was a data breach like what they previously experienced in 2011, is leaving users worried with regards on if their data has been stolen as well as their credit card credentials. This is a huge cause for concern, especially with hackers being much more experienced in phishing, it is easy for them to appear to be Sony when you want to change your password, or even remove your card from being linked to your account.

Because of this, I would like to give a debate where I outline what I believe what has been some important features companies have done in the past, but over time have evolved and changed.

I would like to start off by presenting that X Box started off this trend, the X Box 360 required you to have constant connection to Wi-Fi in order to play the console, or even set it up for the first time. even if you purchased physical games, you were required to be constantly connected online to play even single player games. This immediately caused issues, since by the time the 360 came out, in November of 2005, not every home had a Wi-Fi connection. Those house holds that did, would have slow Wi-Fi, since it was still a relatively new concept that not everyone could afford. This would cause games to be laggy, cause awful loading times, and even boot players out of the servers at times. With regards to how this looks in retrospect, especially in 2025, this looks and feels like a step back. Forcing your users to connect to the internet for no reason even if they just want to play single player games isn’t exactly a good selling point for your system that will harm the user experience in the long term.

However, the early 2,000’s was a difficult time for developers. Especially with patching their games. The Nintendo Wii was a prime example of a console that had games for everyone, didn’t require users to have a constant connection, and had great single and multiplayer games. However, in November of 2011, with the release of The Legend of Zelda Skyward Sword, there were some users that found a game breaking glitch. Near the end of the game, you’re forced to do quests in the different regions of the game; Faron, Eldin and Lanayru. The player was allowed to complete these in any order, but if they specifically chose to start with Eldin, they could complete the quest as intended, but if they decided to talk with an NPC before they departed from the region, this would accidentally start the flag for the quest the player just completed again. However, the player would be unable to progress from that point, as they wouldn’t be able to start the quests in the other regions, nor could they carry on the quest since the flag for the quest was raised unintentionally. When the issue was brought up to Nintendo, they got hard at work for weeks in order to fix the issue, whilst allowing players to send in their physical copies to them so that the soft locking bug could get fix (Since the only way to avoid getting soft locked was to have a save from before you activated the original Eldin quest). This issue was a thing for digital owners since… there weren’t any!, most Wii games came out exclusively on physical and it was only the Wii U where you could finally download these physical games from the Wii shop. Like I mentioned earlier, this console was a difficult one to patch games for, since it was extremely convoluted to do so via the internet. Nintendo’s solution to the problem, was a seperate Wii channel that users could download from the Wii shop known as “Skyward Sword Data Update Channel”, users could download this channel and put their soft locked Skyward Sword save on this programme, which will run the patch and fix the issue. This was not the perfect solution, in fact most players didn’t even know of this bug until years later when it was documented in mass on YouTube. This solution back then, was to ship games out as a “Version 1.1” of the game, with updates already installed and applied onto the game, you may own Wii Sports, and I can guarantee that your version of the game is different to the day 1 release in America for the exact same reason I just mentioned.

Image showing the data update channel for Skyward Sword

This method was certainly not perfect, but it did fix the connectivity issues, or the reliance of having to download something onto your system in order to fix issues. This directly challenges what we see today. Although the Wii method I mentioned is a primitive one in comparison to how things are handled today, there is a point to be made that if I were to buy a Wii alongside Skyward Sword today, I wouldn’t have to worry about pirating the channel to update the game because the Wii servers have been discontinued since April 2024. Whereas today, for example Cyberpunk 2077, if I do not connect to the internet and patch the game, I would have a huge mess of a game that would crash the console, or even make me not enjoy my experience with the game as a whole. Of course I’m comparing two different eras and decades to each other, and I am aware of how easy it is to download updates for games. But this reliance of being constantly online, or having to download patches to fix the game, when issues such as the extended server maintenance happen it’s difficult to not look back and see how companies handled these issues two console generations ago.

Day 1 patches are also a big contributor to issues like these. Companies give users early access to games by paying extra, knowing that their game has been shipped out with bugs, just so that on the release date, when most players will get their game, release a big patch that will solve these issues. This affects both the digital deluxe editions, or even the standard physical editions. Which begs the question, if Day 1 they were going to have a patch readily available, why not release the base game with the patch already applied for a better user experience?

 

Another company that doesn’t have a good reputation of having a good user experience is Ubisoft. It was recently found out that if you’re using their client shop to play their games, if after 6 or more months of inactivity of your account or playing any Ubisoft title, they will de-list your game(s) from your account and if you want it back you will have to purchase the game again. This is the type of issue that is presented with only digital games, since if you have the game physically, unless you lose it, you will always be able to play that game independent of how many months or years have passed. Ubisoft was able to enforce these decisions because of their terms of service which included strict actions against these sort of circumstances, however when they started to take action, the entire gaming community spoke up against them and tried to revert these decisions made by the company.

 

If you ask me the question, “Digital or Physical?”, I would have a hard time answering it. On one hand, I like the comfortability that the digital media gives, allowing me to change software without having to worry about taking the cartridge or disk out and then replace it. But I do like the physical media more, especially when I can just stack my games on a shelf and have them as a collection that I will fondly look over for the years to come. This is especially prevalent for me, I own almost every Inazuma Eleven game physically, a series that I grew up with and currently has no way of being bought on any current system unless you rely on second hand vendors to sell you the game physically, so for me already having them, knowing that I wont have to worry about any additional downloads after the discontinuation of the DS and 3DS services, is a huge point in favour for the physical media.

 

Whilst I was typing this, Sony released a statement about the extended server maintenance, in which they explain that it was caused due to “operational issues”, which is why it took over 24 hours in some countries to use their service again. But I still beg the question of “is it necessary, for physical or digital games to be forced to connect to the PSN service even if they are a single player experience in order to be enjoyed by consumers?”

 

 

Research/References:

https://www.indy100.com/gaming/sony-is-playstation-network-down-why

PlayStation being down, as well as update as to why.

 

https://zelda.fandom.com/wiki/The_Legend_of_Zelda:_Skyward_Sword_Save_Data_Update_Channel Skyward Sword Update Channel information.

January 16

Pokémon as Japanese Culture:

Masuyama:

Pokemon as Japanese Culture:

The information seen below is in reference to a piece of writing by Masuyama in “Pokemon as Japanese Culture?”:

 

Pokemon’s origins can be traced back to Autumn of 1978, when Space Invaders took over the gaming world. The craze of Space Invaders was so prevalent that nearly every coffee shop in Japan was equipped with an arcade machine. This happened before the economic boom Japan experienced in the 1980’s, while American economy was beginning to decline in the aftermath of the Vietnamese war.

 

Space Invaders was so popular, that it caused a shortage of 100-yen coins. amongst the die hard fans of Space Invaders was Satoshi Tajiri, whom would become the future creator of Pokemon. He has mentioned that the origins of Pokemon lie in bug collecting, which fascinated him as a child, as well as these “Invaders” which he encountered when he was 13.

 

From that time on, Tajiri became obsessed with videogames. Not only did he play them, but he would also teach himself how to become a designer, so that he could eventually become a part of the creative process which he enjoyed so much. What set Tajiri apart, was that with his journalistic fervour, he printed his own game strategy guides.

 

In 1983, when Tajiri was 18, Namco released Xevious. The game was a revelation for him. It was a vertically scrolling shooter and a highly evolved version of Space Invaders. Tajiri became a devoted player, and he created a new magazine called “Indies”, which belonged to the still-new genre of “game strategy mini comics”. Tajiri wrote a magazine himself, ran off copies, stapled them by hand, and took them to bookstores or sent them by mail. (Online selling wasn’t yet an option)

 

The strategy guide garnered attention alongside Xevious itself, which was rising in popularity, and Tajiri began his professional career writing a column on arcade games in a popular Japanese video game magazine. From the beginning, Tajiri had a clear goal of becoming a games designer, and so while continuing his work as a writer, he would also develop games at “Indies” with his college-student friends.

 

Six years after Xevious, their endeavours bore fruit. Quinty was released in 1989 by Namco on the Famicom platform. The success of this game allowed Tajiri to create a new company by the name of GameFreak. This is also the year that Nintendo released the Game Boy. As soon as Tajiri saw the Game Boy’s “communication cable”, he began conceptualising “Pokemon”. At Game Freak, the design code for Pokemon was #002, next in line after Quinty. Pokemon took six years to make, starting in 1990.

 

Different games achieved different levels of popularity inside and outside Japan. For example the biggest global hit in the 1980’s was Namco’s Pac Man. Other examples include Space Invaders and Xevious, the two games that inspired and influenced Tajiri Which would also become a cultural sensation comparable to rock music.

 

A part of Tajiri’s idea for trading monsters came from his experience with the JRPG Dragon Quest. He tells us that when players found unusual items, they often wished they could trade them with friends.

 

Dragon Quest was a best seller in Japan, shifting millions of copies, but outside Japan, it attracted little attention. Making it three games that influenced Tajiri’s creation of pokemon huge hits only in Japan.

 

Pokemon is a standard RPG, however it has a unique feature that allows players to trade monsters through the use of cable connecting game machines. When the Game Boy was first released, Terri’s was a global hit, and the Game Boys were connected to allow real time battles. Despite this, Tajiri noticed that the name of the cable wasn’t “battle” but “communication” cable. Pokemon allowed for more than metaphorical communication, it made use of a system that created actual communication, a network game. The amazing success of Pokemon happened to coincide with the rapid spread of Internet growth in Japan, however its communication system differed vastly from games that had come before it and even from the internet itself.

 

Peer to Peer Communication:

After the web browser, the internet device that had the greatest impact was the music trading software Napster, which came onto the scene in 1999. Users connected to Napster would be able to upload music tracks from their hard drives onto the Internet and other users would be able to download them into their hard drive for free without any of the users losing the data. This differed a lot from what the world was used to with CD rentals. This method of transfer is generally referred to as “Peer to Peer P2P) communication”

 

P2P In Pokemon:

In Pokemon’s case, the P2P communication consisted only of two people who were standing in front of each other with two game boys linked by a cable, meaning that this was a primitive version of Napsters’s P2P. However, in Pokemon’s case, the data isn’t copied and pasted from one machine to the other. Rather it is Cut then Pasted onto the other machine, meaning that in this metaphorical relay the data is lost once passed.

 

One of the goals for pokemon is to complete the in-game Monster Encyclopedia, which requires the collection of every single creature in the game. Preserving the rarity of the creatures in the game is crucial to this. The uncommonness of some of the monsters Excited the interests in the players, extending the duration of enjoyment of the game, and encouraging the new type of P2P communication amongst players. The game’s producer Tsunekazu Ishihara, describes this marvelously designed communication as “not closed”.

 

Pokemon being a “not closed” game sets it apart from a majority of entertainment Media. For example, with films we see a beginning and end. While this is true for Pokemon, in which we see the credits, the game encourages you to seek out the encyclopedia by catching every Pokemon and trading the monsters with your friends, creating a circle of “communication friends.”

 

This is significant because games that came before Pokemon had never entailed such a laborious process. In fact, one of the pluses of videogames was the very fact that you could enjoy them without any interpersonal communication. But when we set out to make hand-held games into communication tools the software itself could no longer be “closed” 

 

The “not closed” communication model of both the games and cards is the single largest reason why Pokemon became such a mega-hit worldwide. The fact that the designers refrained from using the word “open” suggests that it is fundamentally different from the “open system” of the internet.

 

The writer doesn’t intend to suggest that this communication model is exclusively Japanese. However, there is a connection between the three games that have influenced Tajiri and the “not closed” system. Space Invaders and Xevious can both be enjoyed on three different levels.

Firstly, they can be played as ordinary games. Secondly, there are game secrets. In Space Invaders, the score for shooting invaders changed depending upon the number of shots used “(from our present perspective, a primitive secret indeed- and yet the designers were sure that it would not be discovered!)”. In Xevious, a hidden character was intentionally designed into the game. When the player shot into a certain pattern, one that bore no relation to the game itself, a hidden “flag” appeared, and the player relieved an extra fighter ship.

 

Thirdly, players can search for bugs.

They revel in making the game behave in ways that were not intended by the designers, and the knowledge of such bugs spreads within the community. This happened with both these games. These three levels of play include aspects that are “not closed”, as well as, in fact, “not intended”

 

Remember the rare items from Dragon Quest. The die hard players will continue playing even after the story has ended in order to find such items. Recent RPGs are specially designed so that players do not easily lose interest, but in the rudimentary RPGs of the 1980’s, there was plenty of fun to be had in the search for rare items.

These games were in a sense “un closed”, but we’re also too tight to allow cross communication.

 

Space Invaders, Xevious and Dragon Quest all present some aspects of the “not closed” concept of Pokemon. And all three were huge hits in Japan.

 

The writer suggests that perhaps the striking worldwide success of Pokemon should not be considered the result of the adoption of “Japanese Culture” on a global level as with sushi), but should be seen as two cultures meeting halfway in the 1990s, as Japan became more Westernized and the West became more open to foreign culture. Gone were the days when, in the realm of entertainment, globalisation was exclusively referred to as Americanization.

-Masuyama (Pokemon as japanese Culture)

January 15

Why is Super Mario A Landmark game? (Research)

Why is Super Mario a landmark game?

 

Ultimate History of Video Games:

“The first shipment of NES systems arrived in a neat stack that barely took up half of the trailer on which it was transported. The boxes were stored in the warehouse, and the team began the arduous task of trying to get retailers to accept Nintendo’s products. Most store owners did not want to look at video games, let alone waste floor space selling them. In fact, team members were cautioned not to use the term video game. The NES was to be sold as an “entertainment system.”-PG 296

 

“Even so, most of the 500 retailers who sold the NES that Christmas might not have taken the merchandise if it were not for a risky offer made by Arakawa himself—a money-back guarantee. Going against the wishes of Nintendo Co. Ltd. president Hiroshi Yamauchi, Arakawa authorized his sales force to say that Nintendo would buy back any merchandise that retailers wished to return. The only thing retailers provided was floor space. Nintendo lugged in the merchandise, set up the displays, and bought back any unsold product.”-PG 297

 

“Super Mario Bros. took Mario out of his single-screen setting and placed him in a huge, vivid world. Instead of simply climbing ladders and moving around on platforms, players now controlled him as he ran through a seemingly endless, brightly colored countryside filled with caverns, castles, and giant mushrooms.”-PG 299

 

“It also took Warren Robinett’s concept of hidden “easter eggs” to a new Level with entire hidden worlds. Most people continued playing Super Mario Bros. to find all of Miyamoto’s Easter Eggs long after they finished the game.”- PG 299

 

“Nintendo also had a stronger identity. In 1981, the biggest year of arcades, Donkey Kong was second only to Pac-Man in popularity.”-PG 305

 

POWER UP:

“The actual challenge of Donkey Kong was to get a high score by playing the same levels over and over again. Many other running/jumping/climbing games with a similar challenge followed Donkey Kong, but Super Mario Bros. was the first game in which simply completing the story was the actual goal of the player, and so the exhortations of this introductory text were to be taken seriously. Super Mario Bros. kept score, but nobody cared; the idea was to find out what happened when you saved the princess!” PG- 82

 

“At this point, a gamer accustomed to the brief Atari games of the era would assume that the game is nearly over and that he is moments away from rescuing the Princess. But this is far from true. In fact, there are seven more “worlds” of four levels each to traverse before the Princess is found.”-PG 86 

 

Takashi Murakami:

Quote from Takashi Murakami:

“But everyone who lives in Japan knows- something is wrong… Kawaii (cute) culture has become a living entity that pervades everything. With a population heedless of the coast of embracing immaturity, the nation is in the throes of a dilemma: a preoccupation with anti-aging may conquer not only the human heart, but also the body.

It is a utopian society as fully regulated as the science fiction world George Orwell envisioned in 1984: comfortable, happy, fashionable- a world nearly devoid of discriminatory impulses. A place for people unable to comprehend the moral coordinates of right and wrong as anything other than rebus for ‘I feel good’.”

(Meaning of the quote): People live mindless lives, where they return to being children. For Murakami the “cute” culture is a retreat to childhood because Japan cannot cope with thinking about Hiroshima and an aging society, trying to suppress the stress and anxiety they’ve had.

Takashi Murakami, Little Boy: The Arts of Japan’s Exploding Subculture, 2005

 

Pearson:

Designed by Shigeru Miyamoto, the intention of the Mario games was for the player to recreate the wonder of childhood exploration and the stumbling upon of unexpected treasures. -PG 828

 

The absurdity of a rather short and podgy New York plumber of Italian origin (complete with overalls, large nose and moustache) rescuing Princess Peach of the Mushroom Kingdom from a race of magic wielding turtles certainly resonates with a child-like imagination and Super Mario Bros. soon became a sensation -PG 829

 

History of The Japanese Video Game Industry:

“On the other hand, as is typical of the Mario series, Nintendo emphasizes the importance of game content that can be enjoyed by the whole family and that parents can buy for their children with peace of mind.” -PG 12

 

References:

Pearson, A. and Tranter, K. (2015) ‘Code, Nintendo”s Super Mario and Digital Legality’, International journal for the semiotics of law, 28(4), pp. 828–830.

Kent, S.L. (2021) The ultimate history of video games. volume 1, from pong to pokémon and beyond–the story behind the craze that touched our lives and changed the world. New York: Crown. 

Kohler, C. (2004) Power-up: how Japanese video games gave the world an extra life. Indianapolis, Ind: BradyGames.

Takashi Murakami, Little Boy: The Arts of Japan’s Exploding Subculture, 2005

Koyama, Y. (2023). History of the Japanese Video Game Industry. Springer Nature.

 

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November 28

Rise of Japan in Videogames

Rise of Japan:

Some key pointers:

-Tristian Donavan “Replay” (book, gives more context than Tim can give in class)

 

-The unstoppable rise of Japan in the 1980’s in the videogame industry worldwide.

 

-1991 Sega launched Sonic that rivaled Mario, meaning that the game industry was held by two Japanese companies and designers.

 

-Nintendo became a pioneer company for Japan.

 

Two key perspectives:

-Drawing the Narrative from Tristian Donovan’s Replay. How the NES became such a wonderful console.

 

-We will look at Shigeru Miyamoto’s genius in creating landmark games which allowed Nintendo to shape culture.

 

What do JP RPG/Platform games tell us about the culture? And how does that reflect onto the wider culture of the world?

 

Reasons for the Console Market Crash:

Good reading for this would be “Replay” by Tristan Donovan.

The Console Market Crash was one of the most important moments in the history of videogames. It was a time where there was a mass production of games and home consoles of poor quality which broke the trust in consumers, making it so that the over produced cartridges that were not sold had to be disposed of (think of E.T’s commercial failure)

Because of this over saturation, the US market for video game consoles had plummeted by 97%, with the popular belief that “consoles are history” and that “Personal Computers would take over”

Another reason for the over saturation of games, which is pointed out by Bill Kunkel, who said in January 1983 that companies had “licensed everything that moves, walks, crawls, or tunnels beneath the earth. You have to wonder how tenuous the connection will be between the game and the movie Marathon Man. What are you going to do, present a video game root canal?”, which is a powerful statement and highlights the saturation of poor quality games that were used as a cash grab to capitalize on the success of the films. The best example of this was E.T, that was developed by one person in 5 weeks to meet the demands of the Christmas schedule release. The game was claimed to be of extremely poor quality and caused many parents to be enraged at retailers for selling such a horrible game.

 

Post War Era in Japan:

During the post war area in Japan there was a growth in the economic revival which lasted between 20-30 years. Because of the Hiroshima bombing, Japan was put back a couple of years when it came to technology, however it was thanks to hard work of the country, as well as some help from the US that they were able to re-build their civilization as well as their economy. Thanks to this companies were able to buy gadgets that were considered to be the latest of their time, allowing them to focus on getting consumer centered tech back in the market, and most importantly Consumer Electronics such as TV’s and Consoles.

Some of the companies were:

-Sony

-Sharp

-Toshiba

The Game and Watch:

A landmark success that occurred during the 1980’s was the “Game and Watch” handheld console. This relic of history was created when a young designer of Nintendo named Yokoi was on a bullet train and saw a business man playing on an LCD calculator and pressing buttons. The young designer pitched the idea to Nintendo’s president, Hiroshi Yamauchi. Yamauchi immediately wanted a business meeting with the CEO of Sharp Corporation, who at the time were the world’s biggest manufacturer of calculators. Within the week, Yokoi’s idea was given the “go ahead” by both Nintendo and Sharp to develop a calculator pocket sized game. This small yet effective handheld console put Nintendo ahead of the console market thanks to the leadership of Yamauchi.

Yokoi, and by extension Nintendo, believed that “Lateral thinking with withered technology” would be the best way to approach their consoles. By selling older hardware they can afford to sell it for cheaper, make more money, as well as explore the full potential with their software that the hardware was capable of. Which is why there were so many iterations of Game and Watch on the market. This business strategy is what allowed them to get ahead of the game, as well as a philosophy that they have followed and continue to follow to this day.

During 1980 and 1991 the Game and Watch sold over 44 Million units, which popularised the handheld console market.

The Nintendo Entertainment System:

The NES was a re-boxing of the Famicom, which was a seen as a home computer designed exclusively for games that could be enjoyed by everyone in the family. In 1984, just a year after it had released, it was the most popular console in Japan.

However, Nintendo of America struggled in bringing the console to the stores. Game journalists, investors and retailers were skeptical of putting a home console as well as the cartridges on shelves considering the market had plummeted. Nintendo tried their best to market the console as a “Entertainment System” rather than a “Home Console” because they believed that their console, as well as the games that they would bring to it, were much better than anything that had come before it. Before releasing the console, Nintendo invited kids to play their NES and gave them a selection of games, they did this because they knew that the primary way that they would be able to sell these consoles would be appealing to kids (which were still playing home console games in the US), and by doing so they could create games that would be enjoyed by the whole family.  They focused their primary selling in New York, since New York was such an important commercial area for the United States, if something sold there, it was guaranteed to sell everywhere else in the US.

I actually found this video on YouTube which is an interview with Gail Tilden who was working in the marketing department for Nintendo during the release of the NES in the 1980’s

Hope you enjoy the video!
https://youtu.be/Sn5v09L_uDg?si=nHHglA03DiZzrwRq

Shigeru Miyamoto:

-Shigeru Miyamoto is considered to be the most important game designer in history.

Donkey Kong for the arcades was the first game he ever designed. Donkey Kong’s mechanics mechanics play on how much we like chance, if the player gets too comfortable you may lose from the element of chance presented in the game.

-Nintendo tasked Miyamoto to design a game for the NES. He recreated his popular character “Jump-Man” to become the beloved “Super Mario” character we know today in the NES launch title “Super Mario Bros.”, which was the first game that had a scrolling background.

The original Legend of Zelda for the NES is considered to be a pioneer for videogames. It offered a diverse map of 128 different screens that allow the player to move around and travel in any direction they want, which would challenge the player in remembering the map since there wasn’t an overworld map. You could consider Legend of Zelda to be the first open world title, which is something the series would continue to build up upon following this installment. Within its first year Legend of Zelda sold over a million units, which really shows how revolutionary Nintendo, and Shigeru Miyamoto were for the console market back in the 80’s. A powerful quote from Miyamoto is “The player must feel the cold air around him when they go into a dungeon”, which is very prominent in the first installment in the Zelda series, especially with all the different designs for the dungeons. The freedom given to the player is exceptional and a never before seen within the gaming industry, which was an inspiration for many games that came after it, proving to be a highly regarded “Landmark game.”

 

In 1991, Sega released Sonic the Hedgehog for the Sega Genesis/Mega drive, which sparked the rivalry of popularity between Sega and Nintendo. This meant that the game industry was held by two Japanese companies and designers. Eventually, Sega fell behind to PlayStation and Nintendo, and now acts as a publisher and developing company for the consoles of both of these companies.

 

What do Japanese games tell us about the Japanese culture?

Quote from Takashi Murakami:

“But everyone who lives in Japan knows- something is wrong… Kawaii (cute) culture has become a living entity that pervades everything. With a population heedless of the coast of embracing immaturity, the nation is in the throes of a dilemma: a preoccupation with anti-aging may conquer not only the human heart, but also the body.

It is a utopian society as fully regulated as the science fiction world George Orwell envisioned in 1984: comfortable, happy, fashionable- a world nearly devoid of discriminatory impulses. A place for people unable to comprehend the moral coordinates of right and wrong as anything other than rebus for ‘I feel good’.”

Takashi Murakami, Little Boy: The Arts of Japan’s Exploding Subculture, 2005

(Meaning of the quote): People live mindless lives, where they return to being children. For Murakami the “cute” culture is a retreat to childhood because Japan cannot cope with thinking about Hiroshima and an aging society, trying to suppress the stress and anxiety they’ve had.

 

For additional context, read:

“Power Up”, (Chris Kolher)

“Japanese Culture through video games” (Rachel Hutchinson)

 

Category: LB433 | LEAVE A COMMENT
November 12

Mega Man X Retrospect/Analysis

Intro:

Over the weekend, whilst I went back home I remembered a game I used to play on the PSP. The game was titled Mega Man: Maverick Hunter X, which is a faithful 1:1 remake of the original Mega Man X (1994) for the Super Nintendo Entertainment System.

I desperately wanted to be the original, as I remember absolutely loving the remake.

I already had a version of the game for the SNES, and I also found out that there was a “Legacy Collection” on Nintendo Switch, I have played both and there aren’t any differences between the versions, so everything I say will apply to both versions of this game! (And technically the PSP remake, but I’m talking exclusively about the 1994 version/the switch port!, also the date is from the English release of the game, not the original Japanese one!)

The SNES:

The fourth generation of consoles in the late 80’s saw the transition of 16-bit microprocessors, which allowed for better graphics and audio. Additionally, there was a wider selection of colour as well as the ability to have Multi-Layer scrolling backgrounds (removing the necessity of having pitch black backgrounds to mask the boss being a part of the background instead of the stage), the SNES marked the first major console leap in the history of videogames. This also market the “standard” of consumers having to buy a new console every couple of years (since technology was advancing that much), this also sprouted the “technological knowledge” consumers would gain, being forced to choose which would be better between the Sega Genesis/Mega Drive and the SNES.

I believe that Capcom’s Mega Man X makes a wonderful usage of the wider availability of colour as well as the overall power to develop smaller stories for their players. Which I will go into deeper in my following points.

The Tutorial Level:

The introduction of the game shows you a small but important detail of the main character, the specifics on how he was created, his purpose (Which I’ll talk about later), and the specification of his model. Which just shows the amount of detail Capcom put into creating this world and their attempt to make it connect with the player from the get-go.

X specifications

The second you boot up “New Game”, you’re greeted with X spawning into a destroyed city.

As you progress, you will learn the core mechanics of the game:

-Shoot

-Walk forward

-Jump.

These mechanics may be quite simple, but the first level makes sure you learn them all. For example, early on it teaches you that enemies take multiple shots to be defeated. These shots can be charged up to deal more damage and have a wider surface area, the game also ensures that you jump over the enemies/projectiles in order to not have your HP drained. There are also sections where there are multiple enemies trying to attack you, which really puts the player to the test! (especially those who don’t want to get attacked!)

Bad enemies

There are also sections in which the game teaches the player the maximum jump that X can do, by placing platforms at a distance from each other which may look like X will fall. Additionally, there’s a section in which you fight a giant robot wasp. Once defeated, the wasp will impact on the floor making it and the player fall to a lower platform. This leaves the player wondering what to do next, since all they have are pillars and the wasp to work with. It’s at this point that the new mechanic is introduced to the player, X can do small wall jumps that allow him to project himself upwards, something that later levels will expand upon (allowing you to uncover secrets, different ways of fighting bosses and abilities!)

waspno waspwall jump

(Image of the wasp section!)

Full length jump

(Image of full length jump)

And lastly, the boss of the first level descends from a ship and is presented in a big mechanical suit, leaving his head exposed. The player will have to shoot projectiles towards the boss’ head to deal damage to him, though since the boss takes up so much space on the screen, he’s easily catching up to you and dealing damage to you. He will eventually chip your HP, making the player feel like you’ve lost and you’re witnessing what the boss does to you once defeated whilst delivering a victorious speech. He gets cut off by a blast that looks similar to the ones the player would use, followed by a red character. This red character is quickly shown to the player as an ally as X shouts “Zero!”, The boss, who’s revealed to be named Vile flees in the same ship he came from. Its then revealed that Zero is looking for a character named Sigma (the main villain!), and that he’ll wait for the player once they reach their full strength.

Zero saving X Vile defeating X

 

This introduction level is (in my opinion) a perfect way to introduce a game, especially with the technology presented with the SNES. Every mechanic introduction I pointed earlier wasn’t told to the player explicitly on screen (I am unsure if it was said on the manual as I don’t have one) which is a difference we see nowadays where games can have long extensive tutorials where its the basic controls we are used to in most games of the same console. I believe Capcom’s genius approach to how they presented the mechanics is honestly something worth noting, especially since they show in the first level how mechanically deep focused the gameplay and combat is!

They also made a wonderful usage of presenting their story in the opening minutes of the game, the SNES didn’t allow for an extensive 20+ hour story like we’re used to today, the technology of the time wouldn’t have allowed that, so I believe that the story moments and beats are cleverly placed to keep the players intrigued and engaged with it.

Sprite Work:

Despite the SNES being the most powerful console of its time, the colour pallet still suffered quite a lot. However, thanks to the technology offered by the SNES, developers were now able to mix different assets into their backgrounds, which allowed for immersivity for the player making the game feel like its own living, breathing world. You could definitely tell that the developers put much thought into what would be effective to transmit this feeling towards the player!

Example of multiple assets

Thanks to the new technology, you were also able to create rooms that would create a feeling of fear towards the player. For example, here we can see a variety of techniques such as the usage of the various background layering that the SNES provided, as well as the technology that allowed for the bosses to be significantly bigger than the player at play. We see two versions of the same fight, both of which are quite intense in both boss pattern as well as the design of the boss. Being stranded alone in a room with the final boss whilst they tower over the character directly challenges the player to want to defeat this boss.

Sigma fightWolf Fight

I believe Capcom also did wonderfully in the artistic department, Mega Man X has a distinct, recognizable art style which is consistent throughout, creating an immersive experience in which the player can resonate with further.

World Building:

Once the player exits the level, they’re presented with 8 different icons of the different bosses:

-Launch Octopus

-Chill Penguin

-Flame Mammoth

-Boomer Kuwanger

-Sting Chameleon

-Storm Eagle

-Armored Armadillo

-Spark Mandrill

Boss selectionart of all bosses

The bosses are simple. Pick their stage, clear the level, fight the boss at the end of the level. Surely they don’t have a specific order, or intertwine right?

So if you fight chill penguin first, whilst clearing the level you’ll see a capsule, when the player gets closer to it, a person introducing themselves as Dr. Light explains how X has to find capsules that he’s left throughout the different stages, which will grant X different abilities, such as faster charging, reduced damage, boosting, and a head piece that stops X from taking damage from falling rocks. This links back to Zero telling X that he’s incomplete and can get stronger, as strong as him. Furthermore, if you defeat Chill Penguin the ice environment of his level will actually expand onto the nearby volcano, freezing it in the process. This volcano is Flame Mammoth’s level, which usually has a layer of lava on the floor, which will challenge the player’s platforming skills. Luckily, if you defeated chill penguin that layer of lava will now be a walkable layer of snow!

Capsule from Light

(Capsule at Chill Penguin stage)

Flame Mammoth stage Ice Mammoth stage (pun intended)

(Comparison of before and after you defeat Chill Penguin’s stage and how it affects Flame Mammoth’s stage)

There’s other examples, if you defeat Storm Eagle on his ship and then go onto Spark Mandrill’s level, the electricity that will usually be an annoyance to the player will be out since the ship would have crashed onto Spark Mandrill’s layer (you can also see Storm Eagle’s ship at the beginning of the level once it has crashed!)

No ship in the layer Ship wreck

Additionally, if you defeat Launch Octopus, the water from his level will partially flood Sting Chameleon’s level!

shipFlood

The game also encourages you as a player to replay some of the stages a couple of times. For example, theres a destructible object in Chill Penguin’s layer that’s out of the way of the normal player route which requires the fire ability gained from defeating Flame Mammoth, once you destroy it you will gain a container that will expand X’s HP. There’s also a hidden secret in Armored Armadillo’s layer where you have to defeat an enemy before it reaches a certain area, if you do so the enemy won’t destroy a specific wall which is just tall enough for X to reach with a jump and get another HP container.

Flame Mammoth break

(Area from Chill Penguin that you destroy with Flame Mammoth’s ability)

Beat boss No beat boss

(Armored Armadillo comparison of when you defeat and don’t defeat the boss)

 

There are also certain abilities that are “stronger” against the other bosses. For example, you can infinitely freeze Spark Mandrill if you use the ability gained from Chill Penguin. Sure they make the bosses “easy”, but it also ties back to the actual lore of the game. All major enemies that X fights were once in the same team/side as him, fighting off robots that went maverick. It wasn’t until Sigma, the lead commander of the Maverick hunters, decided to go maverick (because he’s big bad evil!) and start to overrule the world. What I’m getting at is, the major bosses followed Sigma because they were either loyal to him, he convinced them, or they didn’t know they were rebelling (Spark Mandrill), this gives the bosses a sense of “humanization” in the sense that they have their own weaknesses and strengths. Which is why I believe it was a good call to have gimmicks within the mechanics of the game that allow you to easily defeat the boss without X appearing to be too powerful, since if you want to defeat each boss without the abilities from other bosses you will struggle, so having that choice of “do I want to make it easy?” is an amazing choice by Capcom.
Ice Mandrill

Narrative:

I’m keeping this section under world building since I already spoke about the story a bit there!

The story I mentioned earlier does sadly not get explained in Mega Man X’s game, but it is something I brought up anyway because it was relevant to the point I was making. However, the little story that is present in the game is not something to look over either. We get introduced to two characters at the beginning, Zero and Vile, Vile being introduced as an evil entity and Zero being shown as an “older brother” that X looks up to. It’s revealed right off the bat that X can get stronger, as strong or stronger than Zero, which encourages him to seek out information about Sigma. While he ventures, he will see capsules left by Dr Light, his creator, who’s left these capsules that will provide X with the abilities necessary to become stronger. Eventually, X will reach Sigma’s layer, in which he will find a familiar face. Zero would be laying on the floor. With the vital areas of his body destroyed, he says that he entrusts X with defeating Sigma (And if you haven’t unlocked the blaster, Zero will give you his, there isn’t a difference between the one he gives you and the one you can obtain by exploring!)

Once Sigma is defeated, his layer is destroyed. And as both X and the player watch the layer get destroyed on a far away cliff the following text appears:

“The war has ended for now and peace has been restored. But those who sacrificed themselves for the victory will never return.

Exhausted, X gazes at the destruction he helped cause and wonders why he chose to fight. Was there another way?

Standing on the cliff, the answers seem to escape him. He only knows that he’ll fight the mavericks again before he finds his answer.

How long will he keep on fighting? How long will his pain last? Maybe only the X-Buster on his hand knows for sure…”

This short, yet sweet narrative is an amazing example of an experience in which both the player as well as the character grow. X was forced to fight, and at the end he wonders “why?”, despite seemingly defeating the main villain, he’s taken many lives and seemingly seen his best friend die in front of him. This bittersweet ending is certainly not what the traditional “hero” story ends, as its always them saving the day and everyone being happy. However, X ponders if what he did was the right thing, building his character as a whole while making reference to Dr Light saying that “the world wasn’t ready for a robot with his free thinking capacity”

Context of DR LIght

 

Conclusion:

As you may have guessed, I absolutely love this game, especially when I revisited it after all these years. I believe that despite the hardware limitations of the SNES, Mega Man X stands as one of the best games on the library of the console, even to this day I believe it holds up quite well. The platforming is different to your standard Mario title, so if you’re looking to make a platform game, Mega Man X should be considered as an industry standard for an “Outstanding platformer”, if you have access to a SNES, or a Switch, or even a PSP to play the remake, I would really recommend you pick up Mega Man X!

I think Capcom did an absolutely amazing job to utilize the availability of the console’s power to create a game that’s astonishing aesthetically, mechanically challenging as well as a game that will withstand the test of time because of how masterfully it was done!

October 31

Technological History of Video Games

The First Generation (1972-1977)

Technological Innovations:

-This was the era of home dedicated consoles.

-These consoles could only play a limited number of games, which often lacked sound and colour. Most of the games were built into the console.

-Limited Power: discrete circuits with no microprocessors (Until the Nintendo Colour TV-Game 6 in 1977)

Consoles of the time were: Magnavox Odyssey (1972), Home Pong (1975), Nintendo Colour TV-Game 6 (1977)

Game Development:

-Developers were restricted by hardware limitations.

-Most games were often variations of sports games.

Player Experience:

Gameplay was confined to simple mechanics, and players interacted with games in a minimalistic way.

Magnavox Odyssey Controller
Magnavox Odyssey controller, at this point there was only 1 button, the reset button.
These are images of the game Basketball (1973), as well as its instruction manual, which was very usual for the time for games to have an instruction manual that will explain to the player how to play (similar to board games), as well as provide lore/story/additional information not seen within the game.
Manual BasketballImage of Basketball
Nintendo’s Light Tennis (1977) is a great example of a technological advancement for the time, as it showed early stages of colour being used, as well as a system where it displayed the points of the players, no longer requiring players to “be honest” about their scores, showing the usage of microprocessors being used for video games.
Nintendo's Light Tennis
Also, in 1979, Nintendo released the Nintendo TV-Game Block Kuzushi, which also showed a controller that had a “complex” for the time layout, with more buttons being showed. As a fun fact, this controller was designed by Shigeru Miyamoto!, who would later design Mario and Luigi!
Miyamotyo design controllerBlock Kuzushi game

The Second Generation (1976-1983)

Technological Innovations:

-Around this time was when the ROM cartridges were being introduced.

-Hardware featured microprocessors and rudimentary graphical displays!

-Consoles could now run multiple games, assisting the concept of expandable game libraries.

Game Development:

-Cartridges allowed developers to store game data externally. Games also became more complex with better visuals and simple AI.

-This time also saw the rise of Third-Party developers. A great example of this being Activision, which rose from 4 developers who left Atari because they were displeased with the treatment they were receiving at Atari.

Atari 3rd party games

 

Player Experience:

-Players gained more choice, control, and variety in games, adding up to 500 total games to choose from.

-We also saw beloved arcade style games being developed for home consoles!

We could also see the first movement stick with a button as a controller for the Atari 2600

Atari 2600 controller
-As mentioned earlier, Activision was created by four developers that moved from Atari, so in their games to avoid players to be confused, they would include their logo at the bottom of the screen so players knew that this was an Activision game and not an Atari game. This example is from the game Pitfall (1982)
Pitfall
-Super Mario (which was originally called Jumpman)
-He was designed with the limitations of the graphics of the time.
-His hat allowed them to not have to animate hair.
-Moustache and large nose:
gives him a personality with minimum graphics.
-Red costume and blue costume:
Distinguishes avatar from background and provides contrast!
Mario’s design shows us that when we are designing for a game, we must take into consideration that our concept and our work has to be taken with the idea of “how will this translate to a game format?”, Mario’s sprite design shows a vibrant and distinct character that’s easily recognizable despite the hardware limitations of the time.
Mario Sprite
As mentioned before, there were arcade games being developed for the home consoles. However, the versions that came to these consoles were very different, and often less graphically impressive. For example, the Donkey Kong (1981 & 1982) that was brought to the Atari 2600 was not endorsed by Nintendo nor did they have any input since this was done without their knowledge. There’s also a Pac-Man (1980 & 1982) re-release that undersold the expectations Atari had for it (sold 7 Million, but they produced 12 million total copies, meaning that they under predicted the amount that they were going to sell.)
Pac Man Not Pac Man      Donkey Kong Not Donkey Kong
The notorious game E.T. the Extra-Terrestrial (1982) was developed in 5 weeks after the phenomenal blockbuster film by the same name, the game was put under a ton of pressure and was only developed by a singular person. The game was so rushed, that there was no player testing/feedback for it, which led to tons of graphical errors and the overall game being terrible. The game was returned so much that they had to remove it from stores, and the remaining copies of the game were disposed and buried elsewhere.
 ETBuried copies of ET

The Third Generation (1983-1990)

This was the start of the soft rivalry between Sega and Nintendo, which would later emerge into the console wars. International releases of the Famicon they had to change the console to be labelled as an “entertainment system” so that audiences didn’t link it to the bad fame of the Atari 2600. And thus, the NES (Nintendo Entertainment System) was born!

Technological Innovations:

-Introduction of the 8-bit microprocessor.
-Scrolling background and sprites.
-Enhanced sound through dedicated audio processors (e.g NES’s APU, which runs on a 894 kHz clock and consists of three unique channels that run independently of each other: (1) the pulse wave channel, (2) triangle wave channel, and (3) noise channel)
-Ability to save game progress using internal game cartridges. (Which would last up to 5 or more years.)

Game Development:

-Developers could now create larger, more detailed worlds. Scrolling, multi-level platformers.

-The Nintendo Seal of Quality ensured that Third Party game developers had produced quality games, to set it aside from the Atari 2600’s fame of having many lackluster and often copy pasted games.

-The development costs also started to rise during this time.

Player Experience:

-Games became more engaging and interactive, with more storytelling and adventure focused games releasing (Such as Mario Bros. Legend of Zelda, and Final Fantasy.)

-Home consoles started competing with arcades in terms of quality.

NES commercial

(This advertisement also shows that multiplayer and overall quality of their software was one of the main drivers for Nintendo to promote their console to their audiences.)

 

The User Interface (UI) That we see in the original Legend of Zelda (1986) was one of the first steps in the industry to display information to the player such as your Life and Items.

Zelda UI

 

A good example of the technological advancements for this generation would be Super Mario Bros. 3 (1988) and Final Fantasy II (1988), with their scrolling background allowing the player to feel like they’re progressing through the level as well as the complexity of various numbers appearing on screen such as HP bars as well as the damage inflicted to the bosses.

Mario 3Final Fantasy 2

 

 

Another game that I would like to mention is Mega Man 2 (1988), Specifically in this boss fight we see that the boss is significantly bigger than Mega Man. This is actually a genius play from Capcom since the hardware limitations wouldn’t allow for bosses to be much bigger than the player characters. So as a work around, they made the background pitch black and made the boss a part of the background, which would only work if the background was black. This “feature” was so beloved by fans, that games like Shovel Knight use this nowadays as a “call back” to this revolutionary feature.

Megaman 2

The Fourth Generation (1987-1994)

Technological Advancements:

-Transition to the 16-bit microprocessors.

-Better graphics and audio, which allowed for more colours, sprites, and multi-layer scrolling backgrounds.

-Introduction to Mode 7 (Nintendo’s scaling and rotation graphics mode, creating many levels of depth with the scenery.)

-Introduction of handheld devices such as the Gameboy.

Game Development:

-Games featured richer, more immersive environments.

-Game design evolved with more intricate level designs, character development, and strategic gameplay.

-Mode 7 allowed developers to simulate 3D environments.

Player Experience:

-Players experienced more immersive worlds and sophisticated narratives.

-More complex control schemes added depth to the gameplay.

-This also started the “console wars”

We could also see the different marketing strategies that appeared from both Sega and Nintendo, with Sega’s marketing revolving around their exclusives and games that would only be able to be played with their console, giving the feel that consumers would be missing out if they didn’t get their console. Nintendo’s marketing focused around the feeling that the player would have when playing with their console, ensuring quality games as well as a feeling of immersion.
Nintendon't SUPER Nintendo
We can also see Nintendo’s controller resembling a similar layout than the ones we have today. Such as the A,B,X,Y buttons being the same across all following Nintendo controllers, the Start Select buttons being in the middle, the D-Pad being on the left side of the controller and the shoulder buttons being at the top. This simplistic approach to the controller allows for players to be able to pick it up at any time and play SNES games whenever they want to!, however it does cramp your hands after long playing sessions so be careful!
Super Nintendo Controller
We once again look at Capcom’s Mega ManX3 (1995) for utilizing the new colour pallet presented by the console to immerse the player in feeling threatened by them being alone in a room with the Boss. Thanks to this jump in technology, bosses no longer needed to be background assets, which allows boss fights such as the one against Sigma (seen below) feel so much more intimidating.
Mega Man X3
Other games such as Super Mario Kart (1992) and Final Fantasy VI (1992) made good use of Mode 7 and background work to simulate a 3D environment, such as moving in a racing field, and getting close to the empire’s fortress respectively. These games are an amazing example of companies using the limitations of the hardware of the time to create immersion for their players, allowing for both visually pleasing games, as well as a connection with the environment of the game to resonate with the players.
  Super Mario Kart Final Fantasy 6
Star Fox (1993) was a fast paced game that featured 3D Polygons, however there was no way for the SNES to have been able to handle it. So, as a solution, Nintendo made the Mario Chip (Super FX) in order to allow this game to run on the console at a stable framerate. This was truly one of those games that was revolutionary, especially considering that it came out at the end of the console generation. Looking back at it now, it is fascinating how they got this to work, especially when knowing that the next big step for the industry would be 3D graphics and movement.
Star FoxMario Chip (Super FX)

The Fifth Generation (1994-2001)

Technological Innovations:

-Transition from 2D to 3D gaming. A huge emphasis on 3D polygons.

-Introduction of optical discs (CD-ROM) for greater storage, leading to longer, more detailed games.

-Analogue controls for smoother 3D movement (Super Mario 64)

-Consoles that were made more than just gaming consoles, such as the PlayStation 1.

Game Development:

-3D Environments and open-world design became a reality.

-The larger storage capacity of CDs allowed developers to add full-motion video (FMV), CD quality soundtracks and voice acting (a great example of this would be SquareSoft/SquareEnix with Final Fantasy 7)

-Larger development costs and teams.

Player Experience:

-Players Engaged with more immersive 3D worlds and experienced greater freedom in exploration.

-Optical Discs allowed more storage, paving the way for cinematic storytelling.

 

Controllers were also a hot topic. With Sony’s PlayStation 1 controller mimicking the simplicity of the SNES and NES controller but allowing for more user comfortability with handles for players with bigger hands allowed for hours of gameplay without your hands getting cramped (Thank you!). However, Nintendo’s N64 controller continues the trend of serving its purpose, but having a weird feel to it. Despite the analogue stick being amazing for games such as Mario 64 and The Legend of Zelda: Ocarina of Time, the controller does feel a bit off to use for long play sessions.

Controller Comparison

 

In The Legend of Zelda: Ocarina of Time (1998), the developers thought of a genus and revolutionary idea for an action packed game with many enemies on the field. The Z button on the N64 controller was used to lock into specific targets to be able to focus your attention and direct your attacks to, or even guard with your shield at specific angles to avoid enemy attacks!

Z lock feature

 

Half way through the fifth generation, Nintendo and Sony did a revision of their controllers, with Nintendo’s questionable Rumble Pack aiming to have even more of an immersive feel to the game, and Sony’s controller now having two joysticks (which will become a staple for years to come) which allowed users to move even more freely within the 3D environments.

Revisited controllers

 

Alien Resurrection (2001) was a game who’s developers knew how to take advantage of the revisited PS1 controller, with movement done with the left analogue stick and now being able to move the camera with the right analogue stick. This game was critised for being too complicated because of the controls. However, nowadays, this is also viewed as a staple in games which allow players to move the camera (Just because it’s criticized doesn’t mean it’s bad!)

Alien Invasion

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October 16

WEEK 1/2 READING- Understanding video games: the essential introduction

Origins of Games:

Senet:

-Senet is a game that has been found to have originated around 2686-2613 BC in Egypt. Senet is a game that required both skill and chance.

It is speculated that Senet’s status changed overtime, from a pastime to an activity with potent symbolism and with great religious significance.

The Royal Game of “Ur”:

-Around the same time of Senet, in Mesopotamia, a game with dice elements known as Ur was also being played.

It’s clear that games, apart from serving ritual functions, they were also used to entertain in social interactions.

 

Go:

-Go has been played since 200 BC.

 

The Olympic Games (700 BC):

-The beginning of the Olympic Games were held around 776 BC, which were formed and compromised by carefully framed rules, assigning scores to participants.

The Olympic Games of then, like early known board games show us a basic human behavior-to create games, even if it means creating the most “noncreational thing” into a game.

 

-Dice has been used in games of chance from the seventh century BC.

 

-At the time of the first Olympic Games, there was a version of Chess called “Chaturanga”, which was a sanskrit term referring to a “battle formation”

Chaturanga is quite similar to contemporary Chess, a “King” of sorts being the all powerful piece, as well as different pieces having different “powers”, however, it wasn’t until the tenth century, where the game of Chaturanga that was present within some Arab luggage, that it had arrived to Europe and Africa. And it wasn’t until the fifteenth century that it started to undergo a standardization process.

 

Card games would undergo a similar experience around this time (They have only been in Europe for about 2 centuries at this point), which were now given “Standardized card suits”.

 

Mid Eighteenth Cen:

Similar to Senet, playing cards took on symbolic/mystical functions, as they were employed in the service of fortune telling.

1842/1843:

-In this year, the Idea of making a board game based on “actual real-world activities” flourished. Made by Prussian Lieutenant, George Von Reisswitz was the game known as “Kriegsspiel”, this strategy game which offered a wide range of situations, became popular with Prussian army personnel.

-In 1843, the game known as The Mansion of Happiness became the first commercially produced game in the US. This board game offered a simplistic vision of the world, where good deeds were rewarded and bad ones were punished.

 

1930’s, Monopoly:

-In the Mid 1930’s, the game of Monopoly, published by Parker Brothers would be released. This title was based on a previous board game called “The Landlord’s Game” as well as other so-called “descendants” however, these didn’t achieve the fame of Monopoly.

 

-Monopoly doesn’t attempt to put on an act about awarding in-game niceties, the game combines strategic thinking of the player’s drive for dominating a fictional real estate world with the factor of chance. The game rewards nothing better than bold capitalist perseverance, which directly challenges the cultural values and values of its players, which is why it became such a success with younger audiences of the time, allowing it to sell over 200 million copies worldwide. Thanks to its success, it allowed for board games to be established as a foundational family activity for all ages.

 

WW’s:

-During the aftermath of WWII, electronic games were struggling to flourish. In the 1950’s, we would see the publications of various strategic war games, including the games “Risk” and “Diplomacy”

The complexity of “Kriegsspiel” does bleed into many of these war games. However, Diplomacy barely relies on rule sets. Players battle for domination in a WW1 Europe, and Negotiations as well as Interpersonal Scheming are crucial for this goal, creating a Layered Machiavellian experience despite the simplicity of the rules.

 

Mid 20’ TH Century:

-Around the mid twentieth century, commercially produced games were an established part of cultures around the globe. We played games of chance, games of strategy and war, as well as games that simulate aspects of the real world/of real life.

 

-In 1954, J.R.R Tolkein published The Lord of The Rings, which would completely revolutionise the landscape of literature and introduce the world to the fantasy genre.The world wide success would cause more authors to recreate their own worlds such as mediaeval or mythical worlds which would be stacked with magic, dragons and heroes. Despite this spur of authors, none had reached the success of J.R.R Tolkein’s tale, which catered to many hungry readers and ultimately created the many fantasy fans which continue to thrive nowadays.

 

-The 1960’s saw the rapid increase of war games, strategic tabletop games where maps, dice, and figures (which would be used to simulate battles), which were used to recreate historical conflicts.

 

-Around the 1970’s, the “pen and paper RPGs” would be developed thanks to popular convergence as well as popular trends around the time.

 

-War games and Fantasy games found a primary audience of young/teenage males, so it was only a question of time for both genres to merge. The best example of these would be war games with a fantasy aesthetic/theme, which would usually star elves and orcs which replaced the armies formed by the European empires.

 

-The mother of all RPG games, Dungeons and Dragons (Created by Dave Arneson and Gary Gyax in 1974), is directly based on a fantasy war game called Chainmail. When it originally came out, D&D was selling around 7,000 copies a month. By 1979, it had “spawned” a multitude of sequels as well as numerous gamers to become game designers, this was because of the game’s complex rules which seemed to be a magnet for aspiring designers, who went on record to adapt D&D’s several rules into their own fantasy worlds.

 

-After the success of D&D, RPG games seemed to grow in popularity exponentially. Some of them aimed to simplify complicated rules whilst maintaining a fantasy setting. In 1976, Runequest was released, which was set in a fictional world during the bronze age; its rules have been praised as the beginning of modern RPG.

Other games introduced new universes and settings, such as 1977’s Traveller, a science fiction game.

 

-However, by the end of the 1970’s, the media news media spread a “concern” about the hobby of Role-playing, as they connected the fact that youth cases of suicide or criminal activity.behaviour were related to role-playing games. This was enhanced further with the general public not really appreciating the pastime of allowing young people sit in their living rooms, discussing mediaeval weapons or slaughtering monsters, as this struck some parents to be morbid or unhealthy for their children. (Page 65) Role-playing games were also labelled as “Blasphemous” by religious cycles. These controversies have also occurred to their video-game counterparts, which have eclipsed their table-top counterparts drastically in world wide sales.

 

MUD and History In VG’s:

-MUD is a Multi User Dungeon which is a system for virtual role playing (usually found in chat rooms)

-Video-games have removed the need for a “Dungeon Master”

-Tabletop games have inspired MUD and text adventures, which slowly turned into the MMO’s we know nowadays.

-The history of games doesn’t fall into categories that easily, so it’s easier to categorise it by decades.

-Regardless of the project, the importance of history is prominent as history does tend to repeat itself.

-Sometimes history is very important, games such as WoW have direct history with MUD such as copying the communication interface from MUD.

 

PG 67:

-It isn’t clear as to what the first videogame was.

 

-In 1949 Cambridge, UK, scientists managed to start operating a very early computer (EDSAC), however it wasn’t until 3 years later that a PHD student got a single player version of tic tac toe to run on it.

 

-In brookhaven laboratory, visitors were under-impressed by the massive mainframes on display. As an effort to impress the public, “tennis for two” was made. Despite being electronic, it ran on analogue equipment.

 

PG 68:

-In 1961, in MIT, three men developed “Spacewar!” on a friendly computer (of the time) to interest visitors of the lab since they were unimpressed by the tic tac toe

 

-Despite Spacewar! Probably being the first videogame, it was certainly not the first step in the process.

 

-Spacewar! Became an inspiration for game developers of the time, and because of its success, it was given a couple of updates with new features.

 

-The only other milestone in the 60’s, is that a TV engineer began the base development for the first “At home” game console, with the intention of being played on a Television.

 

-Despite many action games being developed, it wasn’t until “Magnavox” picked up the technology in a deal and included this technology in their TV sets.

 

PG 69:

-In 1970’s, video games grew extensively, marking the beginning of the gaming industry.

 

-Arcade games were played on dedicated coin operated machines.

 

-Atari was the most important game producer of the time, they created an unsuccessful copy of Spacewar!, which paved the way to create the game Pong, which was a commercial success and heavily impacted and created a new market in corporate America.

 

-The aforementioned Magnavox deal further developed into the Odyssey console.

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