The article argues that Nintendo strategically suffocated Atari Games, a prominent arcade and home console developer, by exploiting loopholes and leveraging its market dominance. Nintendo's strict licensing agreements, including cartridge limitations and exclusivity clauses, constrained Atari's output and creativity. Combined with alleged backroom deals that prioritized Nintendo's own games for arcade operators, these practices effectively choked Atari's access to the market, leading to its eventual decline and absorption by Midway. This dominance, the article suggests, stifled innovation and competition in the gaming industry, leaving Nintendo virtually unchallenged for a significant period.
The Game Boy Advance (GBA) holds a special place in gaming history, offering a perfect blend of portability, affordability, and a vast library of incredible games. The author reminisces fondly about their childhood experiences with the console, highlighting its sturdy design, the satisfying click of the buttons, and the immersive world it opened up through titles like Pokémon Ruby, Metroid Fusion, and The Legend of Zelda: The Minish Cap. The GBA served as a gateway to RPGs and fostered a lifelong love for gaming, representing a golden age of handheld consoles that remains unmatched even by today's technologically superior devices. Its impact was not just about the technology, but the memories and formative experiences it provided, making it more than just a gaming device, but a cherished piece of personal history.
Hacker News users fondly recall the Game Boy Advance, praising its perfect size, durable build, and the vast library of quality games. Several commenters highlight the backlit GBA SP as a pivotal upgrade, while others discuss favorite titles like Metroid Fusion, Advance Wars, and the various Pokemon games. The modding scene is also mentioned, with users discussing using flash carts to play ROMs and other homebrew software. Some lament the decline of dedicated handheld gaming devices and the rise of mobile gaming, contrasting the tactile experience and focused gameplay of the GBA with the more distracting nature of smartphones. There's a general consensus that the GBA represents a golden age of handheld gaming.
This project aims to port Windows NT 4.0 to the Nintendo GameCube and Wii. It utilizes a custom HAL (Hardware Abstraction Layer) built upon the already existing Wii and GameCube homebrew scene and leverages existing open-source drivers where possible. While still in its early stages, the project has achieved booting to the NT kernel and displaying the blue screen. Significant challenges remain, including implementing proper drivers for the consoles' unique hardware and optimizing performance. The goal is to eventually create a fully functional NT 4.0 environment on these platforms, showcasing the operating system's adaptability and offering a unique retro-computing experience.
Hacker News users discuss the "entii-for-workcubes" project, expressing fascination with the technical challenge and achievement of porting Windows NT 4 to the GameCube and Wii. Several commenters reminisce about the era of NT 4 and its perceived robustness. Some discuss the limitations of the port, like slow performance and lack of sound, acknowledging the hardware constraints. Others speculate about potential uses, such as retro gaming or running period-specific software. The practicality is questioned, with many recognizing it more as a fun technical exercise than a genuinely useful tool. There's also discussion of the legal implications of using copyrighted BIOS files. The project's clever name, a play on "Nintendo" and "entities," receives positive remarks.
Nintendo has been granted a new patent related to its free-to-play mobile game, Pokémon GO, which strengthens their case against the upcoming monster-collecting game, Palworld. This patent covers specific gameplay mechanics related to location-based creature encounters and capturing. While the original lawsuit against Palworld's developer, Pocketpair, focused on similarities in character design and overall gameplay concepts, this new patent provides more concrete grounds for infringement claims. Nintendo is also actively pursuing further patents related to Pokémon GO, suggesting a continued aggressive stance in protecting their intellectual property and potentially strengthening their legal battle against Palworld.
Hacker News users discuss Nintendo's aggressive patenting strategy regarding features seemingly inspired by Pokémon in the upcoming game Palworld. Several commenters express skepticism about the validity and enforceability of these patents, particularly regarding "catching creatures" and "creature following," which are considered common game mechanics. Some argue that these broad patents stifle creativity and innovation within the gaming industry. Others point out the irony of Nintendo patenting mechanics they themselves may have borrowed or adapted from earlier games. The discussion also touches upon the potential legal challenges and costs involved for an indie studio like Pocketpair, the developers of Palworld, to fight these patents. Some predict that Palworld will likely have to alter its gameplay significantly to avoid infringement. A few users speculate about the motivation behind Nintendo's actions, questioning whether it's genuine concern for intellectual property protection or a strategic move to suppress a potential competitor.
The author recounts their experience creating a Mii of their cat on their Wii, a process complicated by the limited customization options. They struggle to capture their cat's unique features, ultimately settling on a close-enough approximation. Despite the imperfections, the digital feline brings them joy, serving as a constant, albeit pixelated, companion on their television screen. The experience highlights the simple pleasures found in creative expression, even within the constraints of a limited platform, and the affectionate bond between pet and owner reflected in the desire to recreate their likeness.
Hacker News users generally found the story of the author's cat, Mii, to be heartwarming and relatable. Several commenters shared their own experiences of deep bonds with their pets, echoing the author's sentiments about the unique comfort and companionship animals provide. Some appreciated the author's simple, honest writing style, while others focused on the bittersweet nature of pet ownership, acknowledging the inevitable grief that comes with losing a beloved animal. A few comments humorously related to the cat's name, connecting it to the Nintendo Wii, and some questioned the veracity of certain details, suggesting parts of the story felt embellished. Overall, the discussion was positive and empathetic, highlighting the shared experience of pet love and loss.
The blog post "The Most Mario Colors" analyzes the color palettes of various Super Mario games across different consoles. It identifies the most frequently used colors in each game and highlights the evolution of Mario's visual style over time. The author extracts pixel data from sprites and backgrounds, processing them to determine the dominant colors. The analysis reveals trends like the shift from brighter, more saturated colors in earlier games to slightly darker, more muted tones in later titles. It also demonstrates the consistent use of specific colors, particularly variations of red, brown, and blue, across multiple games, showcasing the iconic color palette associated with the Mario franchise.
Several Hacker News commenters discussed the methodology used in the original blog post, pointing out potential flaws like the exclusion of certain games and the subjective nature of color selection, especially with sprite limitations. Some users debated the specific colors chosen, offering alternative palettes or highlighting iconic colors missing from the analysis. Others appreciated the nostalgic aspect and the technical breakdown of color palettes across different Mario games, while some shared related resources and personal experiences with retro game color limitations. The overall sentiment leaned towards finding the blog post interesting, though not scientifically rigorous. A few commenters also questioned the practicality of such an analysis.
Summary of Comments ( 42 )
https://news.ycombinator.com/item?id=43704596
HN commenters discuss the predatory practices of Nintendo's licensing agreements in the 1980s, agreeing with the article's premise. Several pointed out that Nintendo's strategy, while harsh, was a reaction to the chaotic and low-quality software market of the time, effectively saving the video game industry from crashing. Some commenters drew parallels to Apple's tightly controlled App Store, with debates arising about the trade-offs between quality control and developer freedom. A few highlighted the irony of Nintendo later becoming the target of similar anti-competitive accusations. Others focused on specific details like the role of lawyers and the cultural differences between Japanese and American business practices. The lack of a "killer app" at launch for the NES was also mentioned, with the success of the console being attributed to Nintendo's stringent quality control measures.
The Hacker News post titled "Nintendo Bled Atari Games to Death" sparked a discussion with several insightful comments. Many commenters focused on the business practices described in the linked article, particularly Nintendo's strict licensing agreements and control over cartridge production.
One commenter highlighted the irony of Nintendo employing similar tactics that Atari used against them when Atari was the dominant player. This commenter pointed out how Atari had initially refused to license Donkey Kong to Nintendo, forcing Nintendo to develop its own hardware. Another echoed this sentiment, drawing a parallel to how Atari previously wielded market power, suggesting a cyclical nature of dominance and control within the gaming industry.
Several comments delved into the specific strategies Nintendo employed. One commenter discussed the limitations Nintendo imposed on third-party developers, restricting them to a limited number of game releases per year. This was seen as a way to maintain quality control and prevent market saturation, a stark contrast to the flood of often low-quality games that plagued the Atari 2600.
Another thread of discussion focused on the technical aspects. One commenter noted that Nintendo's lockout chip gave them a significant advantage in controlling the software market, preventing unlicensed cartridges from being played on the NES. This provided a level of security and control over the games released for their platform, unlike the open architecture of the Atari 2600, which contributed to its downfall.
The conversation also touched upon the broader context of the video game crash of 1983. One comment attributed Atari's demise not solely to Nintendo's practices but also to the oversaturation of the market with poor-quality games, damaging consumer trust. They argued that Nintendo's stricter licensing agreements and quality control measures were instrumental in reviving the industry.
Other commenters offered personal anecdotes and memories of the era, recalling the excitement surrounding Nintendo's arrival and the decline of Atari. These personal perspectives provided a glimpse into the consumer experience and the cultural impact of the shift in the gaming landscape.
Finally, some commenters discussed the long-term implications of Nintendo's business model, noting how it set the stage for future console generations and the continuing tension between platform holders and game developers.