Howard Phillips
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What Makes a Game Interactive? Mario vs Lain vs AI
This analysis explores the definition of interactivity in video games, contrasting the direct physical input of Super Mario Bros. with the cognitive friction of Serial Experiments Lain. It argues that true interactivity lies in the player's agency and the push-and-pull relationship with the media, rather than mere convenience or information overload, a concept highlighted by Nintendo's historical approach and contrasted with modern predictive media and AI.
Nintendo Had The Hottest Game On Earth. Then It Rejected The Sequel.
This article discusses the 40th anniversary of Super Mario Bros. 2, also known as 'The Lost Levels,' and why Nintendo of America initially rejected its release in the West. The game was developed as a sequel to Super Mario Bros. for the Famicom Disk System and was notably more difficult than its predecessor. Nintendo of America, led by evaluators like Howard Phillips, found the game too punishing and lacking in innovation compared to other contemporary titles, opting instead to repurpose another game for the Western release of Super Mario Bros. 2.