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Sunday, 22 July 2018

Day 85: War!

Mangmangmang. That's the noise you make when you've been up since seven writing and walking to town and working a crazy Tramlines Saturday shift and walking home and eating soup for tea and nodding off at your desk and then desperately trying to get a blog on the history of videogames done before you pass out.

I'm seriously too tired to write properly, but I'll do what I can do.

Where were we? Umm. The NES had taken over the world and Nintendo had brought the gaming industry back from the brink of collapse, thanks to some canny marketing and the talents of their wonderful designers, among them the young Shigeru Miyamoto, inventor of Mario and Donkey Kong.

Heyday

So. The NES continued its reign through the late 80s. Super Mario Bros. 3 (the second had been a naff re-skinning of an unrelated title) was a reinforcement and amplification of everything that had made the first unique, with chunkier and more vibrant pixel art, expansive level design, varied enemies and power-ups, and a world map that you traversed between levels, further grounding the sense of journey and belonging.

Then the Legend of Zelda was for the thrill of exploration what Mario had been for the thrill of movement: a capturing of its essence in gaming form. You played as an unassuming lad named Link - it always elicits a sigh and rolling of the eyes when an outsider refers to the playable character of the series as Zelda: the protagonist is Link; Zelda is the princess. As Link you explored labyrinths and collected items and battled monsters. The game was an example of a style of game called role-playing games, or RPGs - although Zelda was iconoclastic enough, like most Nintendo output, to transcend genre. (If you want an RPG on the NES bound by the tropes of the genre, then look to Final Fantasy or Dragon Quest or Mother.)


So going into the 90s Nintendo were untouchable. There was competition from other consoles, Sega's Master System and a couple of machines from Atari, but these were but flies that the NES laughed and swatted away. They had the market wrapped up tight. But they were also developing an arrogance they have ever since struggled to shake off.

Developers had to pay an expensive licensing fee for the privilege of releasing their games on the NES, and Nintendo forced draconian restrictions upon them, such as only allowing each developer to release three games per year. As I've said, these moves were designed to keep a deluge of low-quality software from drowning customers in choice, but it rankled developers nonetheless, though there was little they could do about it.

War!

But then came Sega's new console, their Mega Drive (known as the Genesis in the US). It was decidedly more powerful than the NES, and managed to steal both developers and players from Nintendo. Sega's approach was to release arcade-style games - meaning games originally designed for the cut-throat arcades, where peacocking cabinets all vied for attention and the goal was to wow players upfront, usually with action-oriented gameplay and impressive visuals, to convince them to part with their coins in a pay-per-game format, as opposed to the more slow-burn, measured approach that was afforded on home consoles where the player had already paid and attention was guaranteed.

The NES had been moving away from arcade experiences, but Sega focused heavily on the fast and frenetic approach, as well as marketing themselves as the "cool" choice for sullen teens, going so far as to mock Nintendo's family-friendly image. Nintendo were careful to censor violence on their console, acting as moral arbiters, but Sega were more relaxed, claiming to have more of an adult focus ("adult", of course, as it has done throughout gaming's history, really meaning "for 13-year-old boys").

The Mega Drive did strong business in the US and Europe. Then Nintendo responded with their successor to the NES, the Super NES, or SNES, a year after the Mega Drive had been released. Competition between these two comparable systems through the first half of the 90s would come to be known as the "console wars", a paradigm that has stuck, and been repeated, with a revolving collection of companies, through every console cycle since.


The Mega Drive had the violence and the visceral allure, and it had Sega's new mascot, Sonic the Hedgehog - a spiky-haired spinning blue hedgehog who starred in games that played like Mario platformers on amphetamines.

But Nintendo had the portly plumber himself, who didn't need to speak in precision-engineered teen parlance or wear Michael Jackson-like trainers to win over fans, because he had Super Mario World, one of the greatest games ever made. Mind you, the Sonic games were pretty great as well. But Nintendo had Zelda: A Link to the Past, and Mario Kart, and F Zero, and Star Fox. But Sega had a line of sports games, and shooting games, and thrilling arcade ports, and a much larger pool of available titles in general.

It was a close thing. For my part in the war, I mostly played an independent observer. My parents had always had zero interest in games, we didn't own a PC until we got my grandma's old one years later, and there was never enough money at Christmas or on birthdays to pay for something as extravagant as a home console. Most of my friends had Mega Drives, and I would spend all my available time in their bedrooms playing them. But a few friends had Nintendo systems, and I was more drawn to the worlds of Mario and Zelda and Star Fox, often only from snatched glimpses of gameplay, or even from pouring over instruction manuals sat leaning against beds while the friends collected together all their toys so we could make our action figures fight each other in the garden all afternoon. I felt an affinity with Nintendo, I guess, that I didn't with Sega. I was always more excited by the gestalt experiences and aesthetics of games than the actual skill structures - even now I'll drive up high in GTA and stand looking out at the city spread far below me in preference to beating my high score or winning shootouts online or whatever - and in this regard Nintendo were always the company for me.


I can't tell what words are coming out of my brain anymore, so I need to stop, and I'll continue tomorrow - wherein we'll see how a soured deal over a CD add-on for the SNES led to a complete upheaval in the power-structure of the industry, because the company developing this add-on was Sony, and, spurned by Nintendo, they would take their product away and turn it into their own competing console by the name of the PlayStation...

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