America, I just moved into a new apartment. And those of you who, like me, have packed up all the remnants of your past selves into boxes, you know that such a venture isn’t complete without an overwhelming sense of nostalgia.
What was it that got me? Old pictures? Faded poems? That stuffed animal I thought I threw away? No. It was the Super Nintendo Entertainment System.
Now, I’m not one of those faux-luddites who pretend to hate the newest versions of things. I love all the “next generation” video game consoles. But pride doth goeth before the fall, dear reader.
It was perhaps my affinity for all the latest games that made the sweet simplicity and sheer replay value of the SNES all the more appealing. Long had I been sneaking around redundant, silent corners as Sam Fisher in the Splinter Cell series. I’d been trying to maneuver my way around awkwardly designed 3D environments and completing absurd tasks as “Solid Snake” in Metal Gear Solid. Yes, I’ve even spent much of my time the last few years controlling six men at once, taking out entire enemy embankments in Tom Clancy’s Ghost Recon.
And then there was this. This system… it boasted four buttons, but everyone knows you only need two. It invited me to ride down the streets as a Paperboy, avoiding everything imaginable with only one task: Deliver those papers! I was called to run through the jungle as Donkey Kong, or be chased through the streets of New York in Home Alone 2. There was even Mario Paint, which, after years of slaving away in front of Adobe’s Photoshop, reminded me of just how fun art could be. Double Bases Loaded, Mario Kart, Super Mario World, Legend of Zelda: Gold Edition… there was no end in sight!
It’s a magic system, trapped somewhere in-between the utter rigidity of the original Nintendo and the Next Generation juggernauts. It was when the limitations of technology actually worked for the games, not in the age of the Nintendo Wii, when the simplicity is so forced, and so contrived, that it simply isn’t as fun. It was after real interactive animations were discovered, but before the phrase “linear gameplay” became one of the most feared insults hurled at game developers.
That’s right: it was when designing games was as fun as playing them, and not by choice, but just because… it was.
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