Skip to main content

Super Power, Spoony Bards and Silverware - Dominic Arsenault ***

This quirkily-titled exploration of the rise and fall of the Super Nintendo Entertainment System (SNES) scores three stars as a general popular science title - if, like me, you sit at the intersection of being interested in computing, gaming and business it's a solid four stars.

Once I had got over a few sniggers at the idea that game studies/platform studies could be an academic discipline, about which you can write a serious academic work with Harvard referencing and everything, I found this a genuinely fascinating book. I was never a SNES user - I made the transition from an earlier console (Mattel's Intellivision) to a Commodore 64, Amiga and then PCs for gaming - but it was impossible to be unaware of it during its heyday from the late 80s.

It seems that the SNES is generally looked back on with awe by those who were fans at the time, but Dominic Arsenault brings a more balanced view, pointing out the technical and business limitations of the product - all driven by a business philosophy at Nintendo which relied on locking players and developers into a 'walled garden'. He shows how Nintendo resisted the innovations, such as CD-Rom that were transforming gaming and how its difficulties in deviating from a 'family friendly' approach caused it pain.

I found all the components that made up the SNES story genuinely interesting - Arsenault does a good job of covering the technology (I hadn't realised that to overcome the limitations of the SNES's cheap and cheerful processor, some of the game cartridges contained more powerful CPUs than the console), the oddities of the graphics modes and the impact of the introduction of 3D (not through glasses, but games which had apparent depth of field). Particularly interesting with a business hat on were Nintendo's tactics of using last-generation tech to keep things simple and of putting games developers through many hoops to have the honour of writing for them - as opposed to the far more open platforms that would follow.

There were a few things that could have been better. The opening section is a little repetitive. Sometimes Arsenault seems more interested in scoring an academic point that informing the reader. We could have done with more illustrations (ideally in colour). And I think it's shortsighted to only give context from other console platforms. As it is made clear in the book, computer games, particularly once PCs became equipped to handle them, did a lot of the driving in the early 90s (think Doom or 7th Guest, for example) with the consoles scrambling to keep up. As far as potential gamers were concerned there wasn't a clear divide between computers and consoles, and it doesn't make sense to avoid the computer rivals when putting the SNES in context.

Overall, though, despite this not trying to be anything other than an academic title, if you sit in that overlapping part of the Venn diagram like me, that combination of period game technology (just the mention of sprites gets me excited), hardware developments and the business practices of Nintendo and their rivals makes for a surprisingly riveting read.

Hardback:  

 
Kindle:  
Using these links earns us commission at no cost to you


Review by Brian Clegg

Comments

Popular posts from this blog

The Infinity Machine - Sebastian Mallaby ****

It's very quickly clear that Sebastian Mallaby is a huge Demis Hassabis fan - writing about the only child prodigy and teen genius ever who was also a nice, rounded personality. After a few chapters, though, things settle down (I'm reminded of Douglas Adams' description of the Hitchhiker's Guide to the Galaxy ) and we get a good, solid trip through the journey that gave us DeepMind, their AlphaGo and AlphaFold programs, the sudden explosion of competition on the AI front and thoughts on artificial general intelligence. Although Mallaby does occasionally still go into fan mode - reading this you would think that AlphaFold had successfully perfectly predicted the structure of every protein, where it is usually not sufficiently accurate for its results to have direct practical application - we get a real feel for the way this relatively unusual company was swiftly and successfully developed away from Silicon Valley. It's readable and gives an important understanding of...

In Seach of Sea Dragons - Matthew Myerscough ****

It's common advice to would-be authors of narrative non-fiction to open with something dramatic - Matthew Myerscough certainly does this with the story of his being trapped under an avalanche on Snowdon (while his girlfriend, also carried away remains on top of the snow unhurt). It certainly is dramatic, but seemed entirely disconnected from the reason I got the book, which was to read about fossil collecting.  Luckily, though, in the second chapter we get into a more conventional 'how I got interested in fossils as a boy'. Having recently reviewed Patrick Moore's autobiography and noting that astronomy was one of the few sciences where amateurs can still make a contribution, it came to mind that palaeontology is another - Myerscough is a civil engineer by trade, but just as amateur astronomers can find new details in the skies, so amateur fossil hunters have been searching for these relics for centuries. When I give talks in junior schools, the two topics that guarant...

Robot-Proof - Vivienne Ming ****

As Vivienne Ming makes apparent, there seem largely to be two views of AI's pros and cons, both of which are almost certainly wrong. It's either doom-saying 'It'll destroy life as we know it' or Pollyanna-ish 'It'll do all the boring work and we can all be wonderfully creative and live lives of leisure.' Instead, Ming gives us a clear analysis of the likely trajectory for the workplace, particularly for the IT industry. She describes three 'equally flawed, intellectually lazy strategies' to deal with the impact of AI. The first is substitution and deprofessionalisation, using AI to allow cheaper 'AI-augmented technicians' to replace more expensive professionals, producing more low wage jobs and fewer mid-range. This does save money but leaves a company at risk of being easily outcompeted. The second is what Ming describes as the '"A-Player" Hunger Games', the approach favoured by Silicon Valley. This sees the growing rif...