Tag Archives: Super Nintendo

Book Review: Super Power, Spoony Bards, and Silverware

In a nutshell: Super Power, Spoony Bards, and Silverware: The Super Nintendo Entertainment System, by Dominic Arsenault and published by the MIT Press, examines the marketing, technology, and culture fostered by Nintendo between the ’80s and mid ’90s. The book argues that Nintendo’s practices during this era established short-term dominance over the video game industry, but these same practices were also precisely what caused Nintendo to ultimately lose its market share first to Sega and then more so to Sony over the long term. I find that this book is extremely compelling and is a must-read for those interested in the subject matter.

“Never relinquish control” is, according to this book, at the heart of everything Nintendo did in this era. (It may still hold true now.)

The Super Nintendo is remembered in video game history as the one of the greatest–if not the very greatest–home game consoles of all time. Nostalgia, in addition to retrospective assumptions based in hindsight rather than the reality of the time, has colored conversations about Nintendo’s place in that era of gaming ever since. But in his new book, Dominic Arsenault, Associate Professor in the Department of Art History and Film Studies at the Université de Montréal, makes a formidable case for how every layer of Nintendo’s corporate policies during and before the 16-bit era were directly responsible for the company’s “fall from grace” in subsequent times.

As the book jacket promises, “This is a book about the Super Nintendo Entertainment System that is not celebratory or self-congratulatory.” Indeed, Arsenault examines the Super Nintendo and Super Famicom (of which he makes a distinction) with academic neutrality, presenting the cold facts and trying to offer enough context so that the data will not be misconstrued. So if you are hoping for Super Power, Spoony Bards, and Silverware: The Super Nintendo Entertainment System to be rife with anecdotes and horror stories about working with or for Nintendo, then you will be disappointed. This book features very little of that, because (1) Arsenault is more interested in how Nintendo operated at its highest strategic levels, and (2) few interviews exist about what exactly it is like to work inside the “walled garden” that is Nintendo. Arsenault instead informs this book by way of massive bibliography, including academic research, business literature, and notably hundreds of video game magazines of the era.

He ultimately breaks his examination of Nintendo down into three core components: marketing (Nintendo’s “super power”), culture (cultivating a generation of “spoony bards”), and technology (the “silverware” that is the Super Nintendo’s hardware architecture). In each area, Nintendo made choices that established short-term dominance at the cost of long-term viability. Read more

Reviewing Metroid: Samus Returns

It’s well established that I love Super Metroid and think it’s one of the finest games ever made. I never extended that same enthusiasm to Metroid Fusion or Metroid: Zero Mission. They’re both quality games, but to me, they just felt like “two games that wanted to be Super Metroid and weren’t.” By comparison, Metroid: Samus Returns never feels as if it had a goal of being another Super Metroid, and it works strongly to the game’s benefit. This is my favorite sidescrolling Metroid since Super, and a worthwhile remake of Metroid II on the Game Boy. Read more

Reviewing World of Final Fantasy

Perhaps the similarities are just coincidental, but World of Final Fantasy gave me flashbacks to 1992’s Final Fantasy Mystic Quest on Super Nintendo. Both games are light on plot but have a strong sense of humor, and both games are clearly targeting a not-so-hardcore audience. Incidentally, that also means that both games are an acquired taste.

Fortunately, it’s a taste I happened to enjoy on the whole. World of Final Fantasy is basically Pokémon meets Theatrhythm Final Fantasy. And while it’s been over a decade since I played Pokémon–and I’m also getting a little tired of Square Enix’s efforts to exploit people’s nostalgia–the combination strangely works for me. I’m not saying the game is great, but I’d definitely say it’s worth a sequel.

(Yes, this review is pretty late coming, but that’s what happens when Final Fantasy XV, Zelda, and Persona 5 all release within a few months of each other! Oh, and also: *Minor Spoilers Ahead*) Read more

The Jackal in Us All: A Critical Analysis of Illusion of Gaia

Illusion of Gaia

The Super Nintendo was home to any number of masterpieces. Chrono Trigger, Super Metroid, The Legend of Zelda: A Link to the Past, Final Fantasy VI, and Earthbound are merely the first few to come to mind. As a kid in elementary school, one of my favorites was Illusion of Gaia. It was one of a rare few games that I felt the need to play over again periodically, and eventually, I realized the game was my all-time favorite, even ahead of Chrono Trigger and Lunar: Silver Star Story Complete. It was a game that just resonated with me on a very profound, very nerdy level.

As an adult, a while back, I decided to revisit that view. The result was a lengthy critical analysis of the game, covering every aspect of its design and execution. What did I discover? And is it still my favorite video game? Read on, dear viewer, if you want to read the most intricate dissection ever written about a video game that no average person has ever heard of.

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