[HN Gopher] The Rise of Nintendo: A Story in 8 Bits (2014)
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       The Rise of Nintendo: A Story in 8 Bits (2014)
        
       Author : blkjam
       Score  : 67 points
       Date   : 2021-10-31 08:52 UTC (1 days ago)
        
 (HTM) web link (grantland.com)
 (TXT) w3m dump (grantland.com)
        
       | brandnewlow wrote:
       | Fun book. I've said this before on here but it purports to
       | lionize the Sega of America folks but can't help but present them
       | as non-technical marketers without much depth to them. Meanwhile
       | the Nintendo crew, ostensibly the bad guys in the story's
       | narrative, seem passionate, principled and serious about shipping
       | great games people love.
        
       | munk-a wrote:
       | Am I the only person slightly disappointed that when I opened the
       | article I didn't just see a single letter staring back at me?
        
         | wizzwizz4 wrote:
         | Here's your article:                 M
        
       | [deleted]
        
       | mttjj wrote:
       | (2014)
       | 
       | > The following is an excerpt from Blake J. Harris's new book,
       | "Console Wars".
       | 
       | From Amazon: Publication date May 13, 2014
        
         | zerocrates wrote:
         | Or more directly refer to the article's own publication date:
         | "ON MAY 14, 2014"
         | 
         | Grantland, the site as a whole, has been dead since 2015.
        
       | dang wrote:
       | Discussed at the time:
       | 
       |  _The Rise of Nintendo: A Story in 8 Bits_ -
       | https://news.ycombinator.com/item?id=7747082 - May 2014 (20
       | comments)
        
       | spywaregorilla wrote:
       | > 1. The Nintendo Seal of Quality: Ron Judy had the novel idea of
       | mandating that all games pass a stringent series of tests to be
       | deemed Nintendo-worthy, ensuring high-caliber product and making
       | software developers beholden to Nintendo's approval.
       | 
       | See this is what apple should be doing in an open app store.
        
         | DizzyDoo wrote:
         | It's worth noting that the quality of games currently released
         | on the Nintendo Switch is currently pretty abysmal[1], with as
         | many Unity asset flips and low-effort 'games' as on Steam.
         | 
         | Perhaps it's not as bad as the situation on mobile, but a quick
         | look through the recently released list on the eShop shows how
         | bad things have gotten.
         | 
         | [1] https://kotaku.com/fans-are-pissed-about-the-switch-
         | eshop-s-...
        
         | mikestew wrote:
         | Yeah, and then Apple's review throughput drops through the
         | floor, leaving only "big names" at the top of the priority list
         | and indie developers can pound sand.
        
           | ghostbrainalpha wrote:
           | Don't only "big names" make it though to pop on the app store
           | anyway.
           | 
           | They essentially have the best of both worlds. Anyone can
           | publish their niche app, to a niche audience.
           | 
           | But only Apple decides what hundreds of millions of people
           | will be exposed to.
        
         | pjmlp wrote:
         | It is a kids game to publish something on Apple's store versus
         | on Nintendo.
        
         | bitwize wrote:
         | It's what Apple is already doing. The Nintendo situation was:
         | either your game gets the Nintendo Seal of Quality, or it
         | doesn't get published at all. The Seal of Quality was much more
         | an exclusive gateway of access to the platform and a censorship
         | device (to prevent repeats of the Custer's Revenge situation)
         | than it was an assurance of quality: if you watched AVGN videos
         | you'd know there were plenty of shitty NES games. Nintendo also
         | capped the number of published games per third party and
         | insisted on manufacturing all the carts. Some underground
         | publishers found ways around the NES lockout, but to do so
         | would be to invite lawsuits from Nintendo (and would be a
         | felony under today's DMCA).
        
           | LocalH wrote:
           | >Nintendo also capped the number of published games per third
           | party
           | 
           | They also allowed said third parties to get around this via
           | shell companies, if they were popular enough. See: Konami and
           | Ultra Games
        
           | NetHaven wrote:
           | This is absolutely true. If anyone remembers Tengen back in
           | the day putting stuff out without the Nintendo seal of
           | approval; Nintendo completely freaked out about it despite
           | the fact that Tengen's stuff was much higher quality than
           | many "approved" Nintendo games.
        
             | LocalH wrote:
             | Tengen started out as a licensee. They released three games
             | as licensees (Pac-Man, RBI Baseball, and Gauntlet). They
             | were also simultaneously cracking 10NES. Worried about
             | damage to consoles, they went to the Copyright Office and
             | falsely represented themselves as potentially entering into
             | litigation with Nintendo, and obtained the 10NES program
             | (which is honestly probably where they screwed up). They
             | started releasing the famous black unlicensed carts, and
             | proceeded to get sued.
        
       | padobson wrote:
       | From the interviews and histories that I've read/watched, the
       | EAD[0] dev team was doing some of the highest level UI design in
       | the world in the 80s and 90s.
       | 
       | They started each game from the interactive experience and then
       | fleshed out the details from there. Think running and jumping in
       | Mario - they spent months getting the gravity and speed right,
       | the button presses, all before the first thoughts to art, level
       | design or story.
       | 
       | It was very iterative. They'd start with a concept and then tweak
       | and tweak and tweak until it was as fun as they could get it.
       | 
       | Another good example is the development story of Super Mario
       | Kart[1], which was supposed to be the sequel to F-Zero[2], but
       | they invented/discovered new gameplay elements that fit better
       | with the Mario brand and they took the game in that direction.
       | 
       | [0]https://en.wikipedia.org/wiki/Nintendo_Entertainment_Analysi..
       | . [1]https://en.wikipedia.org/wiki/Super_Mario_Kart
       | [2]https://en.wikipedia.org/wiki/F-Zero_(video_game)
        
         | salamandersauce wrote:
         | It was also technical limitations that led to it being Mario
         | Kart and not F-Zero. To do two players simultaneously they had
         | to greatly reduce the track size and cut the framerate in half.
         | This led to something that really didn't feel like F-zero so
         | they eventually shifted it to go-karts and then from there they
         | got the idea to use Mario characters and add items.
         | 
         | Wrestling with gaming has a fantastic video on the making of
         | Super Mario Kart.
         | 
         | https://m.youtube.com/watch?v=MspqDuq5OZY
        
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       (page generated 2021-11-01 23:01 UTC)