Here Come the AAAA Games… But What’s a AAA Game and Why Do We Call Them That?

Where did the AAA designation come from? And what even qualifies as a AAA game?

I investigated both of those questions in a piece for Warp Zoned back in 2013, and a lightly edited and updated version of that article was reprinted here on Video Game Canon after Microsoft tried to announce a AAAA game in August 2020.

But a few recent discoveries have given us a clearer look where the AAA designation came from, and this article was rewritten to incorporate those updates in February 2024.

The console changeover from the PS3/Xbox 360 generation to the PS4/Xbox One generation brought a lot of worry about the spiraling budgets and massive teams required to create AAA games. Many felt it was hurting the industry, and while there was a reduction in games with blockbuster-sized budgets, these types of games continued to push the conversation among developers, publishers, and players. These same fears are being echoed today in light of the massive wave of layoffs that game executives inflicted upon the industry in 2023.

But for all the hand-wringing about how the AAA game was (and still is) detrimental to smaller developers, no one could seem to agree on what exactly a AAA game was or when the AAA designation was even first used.

In attempting to solve this etymological mystery, I found that the AAA designation shares much in common with Supreme Court Justice Potter Stewart’s obscenity test from a 1964 case (“I know it when I see it”). But I also found out that no one’s quite sure what the future of AAA games will look like.

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Puzzle Games Have Always Had Personality… Featuring Threes, Dr. Mario, Peggle, Tetris, and a Lot More

Wordle jumpstarted a new wave of addictive puzzle games after it was released to almost universal praise in 2020. Players found competition and comradery in those green and yellow squares during the COVID pandemic, and this little bit of personality continues to fuel the game’s popularity today.

But puzzle games have always had personality, and on the second anniversary of Wordle‘s acquisition by The New York Times, I decided to look back on an article I wrote for Warp Zoned in 2014 that argued exactly that. A lightly edited and updated version of that article has been reprinted here.

As video games begin to resemble film and television productions more and more with each passing generation, it’s interesting to observe that puzzle games continue to remain a vibrant genre.

Puzzle games burst onto the scene at the very beginning, back when gaming was nothing more than a handful of pixels projected onto an old television. While everyone in the real world was attempting to master a Rubik’s Cube in as few moves as possible, puzzle game players were tackling the line destruction of Breakout and the line construction of Tetris. However, you might not have realized it, but the puzzle genre has become just as story-driven as everything else the game industry produces today.

It’s hard to pinpoint exactly when puzzle games started being produced with characters and, occasionally, a plot. But one of the newer games that best personifies this trend is the mobile blockbuster Threes. The goal of Threes is simple: slide around a series of playing cards on a 4×4 grid so that matching numerals are placed next to each other. When slid together, these numerals merge to create an even bigger number. Repeat until the board is full and you have no more moves.

But Threes does a lot with its simple conceit through expert music selection and the face given to the game’s cards. The smallest cards are white with a thin slice of yellow running along the bottom, and within this slice are two dots for eyes and a small mouth that responds to events on the board. For example, when two cards that match join the board for the first time, they let out a shout and do a little dance. And when they get close to each other, their expressions change to acknowledge their new friend.

Each card also has a unique name and voice, and some of the larger cards are fully decked out with additional accessories like fangs or headphones.

Thanks to the funky background music, I’ve heard Threes referred to as “the ultimate party simulator.” The player is actually meant to be the host, and is attempting to push party guests with similar interests towards one another. And when two cards occupy the same space, that’s meant to show two people merging their separate relationships at the party into a single group.

Players interact with numbered playing cards to play Threes, but the game’s use of numbers is actually completely superfluous. There’s no math involved in the card matching, and they could actually depict any type of symbol or sign and the game would still play exactly the same. But by making them pseudo-people, the three creators of Threes deepen our connection to the game.

This conception of Threes as a puzzler populated by people was in place from the very beginning, as Vollmer described the search for voice actors in a collection of emails chronicling the game’s development: “Let me know if saying silly things into your microphone sounds at all like a fun time and I’ll send you a list of possible characters for you to play.”

While Threes personifies its characters in subtle ways, other developers have chosen a much more overt strategy. Shigeru Miyamoto famously once said that he considers all of Nintendo’s characters a repertory company of actors. Mario is not a plumber who was sucked into the magical Mushroom Kingdom. Instead, he’s an actor playing a role. The theory explains how Mario can spend an entire game bashing Bowser for kidnapping the Princess and then turn around and spend a fun afternoon go-karting with the big lug. It also explains how he can don a doctor’s white coat and dispense vitamins in Dr. Mario.

Dr. Mario‘s puzzling premise is just as simple as Threes. A vertical well (depicted as a sample bottle) full of tri-colored viruses have to be removed by matching them with three vitamins of the same color. Again, the viruses could be anything (their faces are actually too small to make out in the well), and the vitamins are just a facade laid over a simple game of color matching blocks.

But thanks to the game’s vertical well, Nintendo is able to literally fill in the edges and give the world of Dr. Mario something extra. The vitamins themselves are doled out by a random sequence deep within the game’s programming, but because the right side of the screen shows them being dispensed by Dr. Mario, the player is able to picture the plumber as his or her helper. A magnifying glass on the left side of the screen shows a closeup of the three viruses. Each virus has a different personality and they will react in exaggerated ways as you clear the well of their offspring. With the viruses now large enough to see, you’re no longer doing color matching in a puzzle game, you’re defeating a foe.

You can even see how much of a difference these choices make as Dr. Mario came together. The magnified viruses were not present in the earliest builds of the game, which used a generic setting and title (the game was originally known as Virus). You can see how it looked for yourself at The Cutting Room Floor).

Almost all of Nintendo’s classic puzzle games used a variation of this branding trick over the years. Yoshi, Yoshi’s Cookie, and Kirby Avalanche all used Nintendo characters as a wrapper over a tile-matching game. Sega even took Kirby Avalanche (originally released as Puyo Puyo in Japan) and rewrapped it with Sonic the Hedgehog characters and called it Dr. Robotnik’s Mean Bean Machine. Taito also pulled off this trick with Bust-A-Move, plugging in characters from Bubble Bobble as the cannon operators of the color-matching puzzle game.

And let’s not forget Peggle.

PopCap’s Peggle is yer another puzzle game that’s simple on the inside (use a cannon to shoot a little ball at a board covered in pegs) with a lot of characterization on the outside. Each of the Peggle Masters has a name and a backstory, but all they do is serve as a cover for a pretty standard set of power-ups. In a world where Grand Theft Auto V and Call of Duty: Ghosts sell millions of copies a year, conventional wisdom would state that giving the Lisa Frank treatment to a puzzle game (after all, Peggle‘s mascot is a magical unicorn) would be the kiss of death. Instead, Peggle and its one-and-a-half sequels have become huge hits.

But what about our three examples from the top? Surely the hard lines of a Rubik’s Cube, Breakout, and Tetris could not possibly have character hidden within them? Well…

The Rubik’s Cube became the star of a short-lived cartoon, Rubik: The Amazing Cube. In the show, a magic Rubik’s Cube helped three children overcome their problems, which included an evil magician. Breakout quickly spawned an entire genre of block-breaking games, and one of the first, Arkanoid, posited that the bar along the bottom of the screen was actually a spaceship and the metal ball was used to defeat aliens.

As for Tetris, the original game didn’t give the pieces a personality, but who among us didn’t view the game’s piece selection AI less as a random sequencer and more as a malevolent entity who flooded the board with S and Z pieces while withholding line pieces. It knew! I swear it knew! Oh, and aliens would eventually find their way into the franchise courtesy of 2001’s Tetris Worlds, which recast the tetrominos as extraterrestrials that just wanted to go home. Nintendo themselves even took this a step further when they reskinned Tetris with Nintendo characters in 2006’s Tetris DS.

While we may think of the puzzle game as a personality-less entity that helped us goof off in class or filled in as a time-waster between real games, the truth is the puzzle genre is filled with memorable characters. And the secret to creating a puzzle game that lasts is to give it a personality that players can relate to. Or alternately, you just need to stuff a few aliens in there.

A Teenager “Beat” Tetris for the NES After Clearing 1,511 Lines

I’ll bet you thought it was impossible to “beat” Tetris on the NES… but that’s because your name isn’t Willis “Blue Scuti” Gibson.

Last month, the Tetris prodigy quite literally broke the game, clearing 1,511 lines before reaching the game’s never-before-seen kill screen. Blue Scuti is just 13 years old, and he’s part of a growing group of young players who have taken over the ranks of pro Tetris.

Blue Scuti and his peers are able to rack up such impressive line totals thanks to a strategy known as rolling. In rolling, the controller is pressed flat against your leg with your thumb hovering over the D-Pad. By tapping the back of the controller with your other hand, you can apply just enough pressure to the D-Pad to make pieces move across the screen (and where you want them to go to clear lines) at even the fastest levels.

While my own personal best of 214 lines is pretty decent for an amateur, Ars Technica explained how the pros are able to use rolling to push beyond the human limits found in a normal game of Tetris:

What makes Blue Scuti’s achievement even more incredible (as noted in some excellent YouTube summaries of the scene) is that, until just a few years ago, the Tetris community at large assumed it was functionally impossible for a human to get much past 290 lines. The road to the first NES Tetris kill screen highlights the surprisingly robust competitive scene that still surrounds the classic game and just how much that competitive community has been able to collectively improve in a relatively short time.

The whole world has come together to congratulate Blue Scuti, including Alexey Pajitnov, the creator of Tetris, and Henk Rogers, the developer who brought the game to the rest of the world in 1988. A surprise appearance from both men during Blue Scuti’s interview with NBC News gave the young player quite a shock.

Shortly after the new year, two other Tetris players also managed to reach the kill screen: Justin “Fractal161” Yu and Andy “P1xelAndy” Artiaga. Both regularly compete with Blue Scuti in tournaments around the country.

Blue Scuti’s record-setting playthrough was recently shared by Classic Tetris World Championship, and it’s been embedded above. He dedicated this accomplishment to his father, Adam Gibson, who passed away on December 14.

Get A Sneak Peek at the Video Game History Foundation’s Digital Library

The Video Game History Foundation has been collecting and digitizing game magazines, press kits, development materials, and the personal papers of several major figures in the games industry since their founding in 2017.

But recently, they took a major step towards making the items on their shelves available to the public with a sneak peek at their long-in-the-works Digital Library. In the video, which is embedded above, Library Director Phil Salvador walks us through how the database will work, using Nintendo Power, Game Players, and the Mark Flitman Papers as examples. There’s also a blog post, Introducing the VGHF Digital Library, explaining a bit more about their progress:

One of the most frequent questions we get is how you can access our collections of rare video game history research materials. Well, wonder no more! For the past two years, we’ve been building a digital platform where you can explore our archives, without having to visit in person. And we think it’s ready to show off.

We’ve put together an 18-minute demo of what our work-in-progress digital library looks like. This is our first look at how you’ll access the resources in our collection—plus an advance preview of the Mark Flitman papers, one of the exciting collections we’ll be rolling out when the library soft-launches next year.

Remember: This is a preview, and some things are a little unfinished! But if we’re all cool with that, we think it’s about time to show you what we’ve been up to.

This is extremely exciting news for researchers and anyone else who wants to dive into gaming’s often mysterious past. If all goes well, the Video Game History Foundation’s Digital Library should be up and running next year.

Every Season of “The Electric Playground” to be Archived at the University of Toronto Mississauga

Victor Lucas is a name you might not know if you’re on the southern side of the Canadian border, but after launching The Electric Playground during the very early days of the World Wide Web, he’s been shaping how we report on and talk about games for nearly 30 years.

The show first came online as a website (ElecPlay.com) in 1995, and Lucas would later lead a newsmagazine-style spinoff of the site for Canadian television beginning in 1997.

Video game news and reviews on television was a bit of a novelty at the time, but The Electric Playground would go on to create the template for a newsmagazine-style show about games during its initial 18-year run and inspired many game journalists to pick up a camera. In addition to its style, the show was responsible for giving Geoff Keighley, creator of The Game Awards, his first on-screen hosting experience. The Electric Playground would spawn a spinoff of its own in 2002 (Reviews on the Run, which aired as Judgment Day in the US), before coming to an end in 2015.

Lucas brought The Electric Playground (which was rebranded as EP Daily in 2008) to YouTube after its cancellation, and he continues to produce new episodes to this day.

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Hit Save! Launches Press Materials Archive for Video Games

Hit Save!, an organization dedicated to the preservation of video games, is back with another excellent resource for anyone interested in exploring how games were promoted to the public. The newly-launched Hit Save! Press Materials Archive includes hundreds of examples of promotional material for a wide variety of games:

The collection includes press kits, promotional material, concept art, trailers, and more, providing invaluable insights into the development and marketing processes behind many classic, well-known, and sometimes obscure video games. A big thank you goes out to Stephen Keating for donating a large portion of digital press material that he has collected over the years.

By sharing these materials and providing public access, we aim to enable new research and scholarship in game studies. The materials reveal rarely seen details about both popular franchises and forgotten gems. We hope they will lead to new discoveries that expand our knowledge of your favorite games and franchises 🙂

Hit Save! has said that the archive will be growing quite a bit in the coming weeks and months, and you can share your own discoveries by joining their Discord server.

Noclip Game History Archive is Digitizing a Decade of Videotapes to Preserve Lost Game History

Danny O’Dwyer has been creating video game documentaries under the Noclip banner since 2016, but he and his team are about to take on their biggest project yet.

Noclip has come into possession of hundreds of videotapes containing over a decade of lost video game history, including trailers, behind-the-scenes featurettes, B-roll footage, news reports, and a whole lot more. The collection likely includes a lot of the same videos that Hit Save! is currently streaming as part of their Always On project.

But as O’Dwyer stressed in the Patreon announcement (which is embedded above), no one knows exactly what’s on these tapes, and some of the ones they’ve viewed contain some really interesting stuff. There’s a previously-unavailable Behind Closed Doors Demo for Star Wars: Knights of the Old Republic from E3 2001, a tour of Nintendo’s Nintendo of America’s Employee-Only Museum, a newly-remastered Reveal Trailer for Uncharted, and a lot more.

You can see everything Noclip has digitized so far at the dedicated Noclip Game History Archive channel on both YouTube and the Internet Archive.

Good luck to O’Dwyer and his team as they work with all the temperamental video equipment needed to digitize these tapes.

“Hit Save! Always On” Delivers a Neverending Stream of Trailers, Interviews, Behind-The-Scenes Footage, and More

Hit Save! is an organization dedicated to the preservation of video games, and last month they launched Hit Save! Always On, a new initiative to help make their vast archive of trailers, interviews, and behind-the-scenes footage a bit more accessible:

We at Hit Save! are thrilled to announce the launch of our 24/7 stream dedicated to preserving video game history. This initiative will showcase promotional videos, behind-the-scenes footage, interviews, and other valuable material from our extensive physical archive. Come join us as we embark on a journey to celebrate the heritage of gaming and ensure its preservation in the digital age.

Our physical archive is a treasure trove of gaming artifacts that spans decades. Through our 24/7 stream, we aim to showcase the information we are preserving, offering viewers an interesting and fun view into the evolution of gaming.

The livestream currently lives on Hit Save!’s YouTube channel and it’s been running continuously since May 30. The selection of videos is very impressive, and having it on in the background while writing this article meant I was also able to hear Mark Hamill, Tom Wilson, and Ginger Allen talk about their involvement in Wing Commander III: Heart of the Tiger in a vintage behind-the-scenes featurette from the early 1990s.

I can’t wait to see what pops up next.

Koji Kondo’s “Super Mario Bros. Theme” Added to the National Recording Registry by the Library of Congress

The Library of Congress is still dragging their feet on formally adopting Henry Lowood’s Game Canon proposal, but that didn’t stop the institution from including a piece of music from a video game for the first time as part of the National Recording Registry’s Class of 2023.

While a case could certainly be made for “Korobeiniki” from Tetris, this honor actually belongs to Koji Kondo’s “Super Mario Bros. Theme,” which was selected for the list by the National Recording Preservation Board. Alongside the rest of this year’s inductees, the board believes that the recording (officially known as the “Ground Theme”) is a perfect example of an “audio treasure worthy of preservation for all time based on its cultural, historical or aesthetic importance.”

The tune was originally released in 1985 alongside Super Mario Bros., and the Library of Congress believes that it is “perhaps the most recognizable video game theme in history.” It’s hard to argue with that assessment, or with its description as a “jaunty” piece of music with a “Latin-influenced melody.”

It’s hard to believe that Koji Kondo was just 23 years old when he created this iconic theme, and he seems genuinely touched by its inclusion in the National Recording Registry:

“The amount of data that we could use for music and sound effects was extremely small, so I really had to be very innovative and make full use of the musical and programming ingenuity that we had at the time,” he said through an interpreter in a recent interview. “I used all sorts of genres that matched what was happening on screen. We had jingles to encourage players to try again after getting a ‘game over,’ fanfares to congratulate them for reaching goals, and pieces that sped up when the time remaining grew short.”

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“Having this music preserved alongside so many other classic songs is such a great honor,” he said. “It’s actually a little bit difficult to believe.”

The “Super Mario Bros. Theme” will be inducted into the National Recording Registry this year alongside a lot of other great music, including “Imagine” by John Lennon, “Stairway to Heaven” by Led Zeppelin, “Take Me Home, Country Roads” by John Denver, “Margaritaville” by Jimmy Buffett, “Sweet Dreams (Are Made of This)” by Eurythmics, “Like a Virgin” by Madonna, and “All I Want for Christmas is You” by Mariah Carey.

Google Launches Worm Game on Stadia… 5 Days Before Service Shuts Down

Google plans to pull the plug on its game streaming service, Stadia, on January 18. But even though the end is nigh, the team behind the project has given players one last game to play over the final five days.

Worm Game, an impressive adaptation of Snake, was used internally to test some of Stadia’s features, and it’s now free to play for all Stadia users. The game’s surprise release was accompanied by a short note from the development team:

Play the game that came to Stadia before Stadia came to the world. “Worm Game” is a humble title we used to test many of Stadia’s features, starting well before our 2019 public launch, right through 2022. It won’t win Game of the Year, but the Stadia team spent a LOT of time playing it, and we thought we’d share it with you. Thanks for playing, and for everything.

Worm Game features full controller support, a single-player campaign, leaderboards, online multiplayer, and a level editor. Play it now (before it’s gone forever on the 18th) in your browser at Stadia.Google.com.


UPDATE (1/19/23): Worm Game, and the rest of the Google Stadia service, was taken offline during the early morning hours of January 19. An official gameplay video of the title was never uploaded by Google, but multiple players have uploaded full playthroughs to YouTube (including from Watch the Gameplay and Helix Plays Games).

Good luck to the development team as they move on to new projects.