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The Impact of the Red and White Machine: 40 Years of Nintendo’s Influence on Game Culture

2023-07-15 10:41 Lianhe News Network Corner Game Instrument “40 years ago, the birth of a home console rewrote the history of human games….” Internationally renowned game company Ren…

“40 years ago, the birth of a home console rewritten the history of human games…” The internationally renowned game company Nintendo officially released the 8-bit home game console Famicom on July 15, 1983—— It is also commonly known as the “red and white machine” – more than 61 million units sold worldwide, which not only established the dominance of Japan’s Nintendo, but also influenced the development of video games around the world. The basis for athletic development. And by 2023 this year, it will be the 40th anniversary of the advent of the red and white machine.

As an unshakable legendary host in the history of games, the red and white machine rose in 1983 in the storm of the bubble in the US game console market and the collapse of player confidence. Relying on the excellent gameplay and design style of the red and white machine, the games of the red and white machine once again rolled up the whirlwind of video games, restored the confidence of the market, let Nintendo dominate in the next 10 years, and made Japan almost replace the United States and become the leader of the global game industry. locomotive.

The heyday of the red and white machine was also the period when Japan’s bubble economy flourished and the family structure changed to a nuclear family. The upsurge of the consumer society, coupled with the fueling of comic entertainment, we can see the popular culture that video games and comics jointly shaped at that time; Takahashi celebrities, Maori celebrities with well-known skills and theories, promoted by video game companies and comic magazines, have made video games more competitive and more visible entertainment.

In the player community, Nintendo has almost become synonymous with “gameplay”. In addition to reviewing the story of the rise of the red and white machine and player memories, this episode will further explore: Why are Nintendo’s own games “fun”?

We will take the “Super Mario” series as an example, from the perspective of game mechanism design, from Uncle Mario’s jumping movements, level scene arrangement, question mark bricks, gold coins, turtles and mushroom monsters and other enemy configurations, and from the perspective of players From a psychological point of view, let’s discuss how the “gameplay” of “Super Mario” was created.

This kind of gameplay continues to extend to the recent works of Nintendo’s main family, such as “Spratun”, “Fitness Ring Adventure”, “The Legend of Zelda: Breath of the Wild/Tears of the Kingdom”, etc., and has become the signature of Nintendo’s main family style. The second half of this episode will continue to talk about what kind of game culture and social culture does “Nintendo Style” create?

In fact, “Nintendo style” is closely related to the development of Japanese society since the 1980s. It has participated in shaping the recent Japanese popular culture and even the national character of Japanese identity-this is fully revealed in the promotional video for the 2020 Tokyo Olympics. 40 years after the advent of the red and white computer, the plumber is no longer just a game, he also symbolizes Japan’s self-identity. At the end of the program, from the perspective of Nintendo games, it will re-cut back to the electronic pop culture with a strong Japanese flavor that is popular all over the world and is also familiar to the Taiwanese public.

This unit is a new series broadcasted by Corner International podcast. The current editor-in-chief of Corner International #Editor No. 7 and the columnist #黄宗汉 in charge of German issues, use the player’s selfish desire to expand discussions on various issues of the game—— Talk about video games, games, and the social context and life memories behind the games.

(For the complete content, please click to listen to the corner international podcast: #转角游戏器)

▌Please listen to the link below:

The picture shows the introduction of red and white machines into Taiwan in the 1980s, which created a boom in video games specialty stores. Picture/Newspaper Data Gallery The picture shows the introduction of red and white machines into Taiwan in the 1980s, which created a boom in video games specialty stores. Picture/Newspaper Data Gallery The picture shows a video game store in Taiwan in 1988. Picture/Newspaper Data Gallery The picture shows a family in Taiwan in 1992, playing with a red and white machine.Picture/Newspaper Information Gallery

Huang Zhehan, editor-in-chief No. 7 of 1P Corner International, and columnist of 2P. A game podcast out of interest.

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