
Overhyped and Overpriced
The Super Nintendo: a console so divine that it warranted a launch price that would make even the most die-hard gamer weep. A whopping $200 in 1991, which is equivalent to around $400 today. Because, you know, who needs to eat or pay rent when you can have a console that's only marginally better than its predecessor? The geniuses at Nintendo must have thought they were printing money, not selling a product to actual human beings.
The games, of course, were the real pièce de résistance. A veritable treasure trove of overpriced, subpar experiences that would make even the most ardent fanboy weep. Some highlights include:
- Games like "ActRaiser" that promised the world and delivered a shallow, repetitive experience for the low, low price of $60
- "The 7th Saga", a game so bad that it's become a meme among retro gaming enthusiasts, and yet it still managed to fleece consumers out of their hard-earned cash
- "Mario Paint", because who needs actual gameplay when you can have a fancy graphics editor that you'll use for all of 10 minutes before getting bored?

Ruthless Business Practices
The gaming industry's favorite darling, Nintendo, and its plethora of questionable business practices. How quaint. How utterly, mind-bogglingly quaint. Let's dive into the depths of Nintendo's "innovative" approach to stifling competition and creativity.
Nintendo's licensing policies were a masterclass in suffocating innovation. Who needs competition when you can strangle it in its crib? The company's draconian content guidelines were the cherry on top, ensuring that any game that dared to be edgy or push boundaries was promptly neutered. And don't even get me started on their treatment of third-party developers - it's a wonder anyone bothered to work with them at all.
Some "highlights" of Nintendo's glorious history include:
- Forcing developers to pay exorbitant licensing fees, just to have the privilege of creating games for their consoles
- Dictating what content was acceptable, and what was not - because who needs artistic freedom, anyway?
- Strong-arming third-party devs into creating watered-down, family-friendly games that appealed to the lowest common denominator
- Punishing developers who dared to create games that were too "mature" or "controversial" - because Nintendo knows what's best for you, after all

Technical Inadequacies
Joy, the Super Nintendo, a console so woefully unprepared for the world, it's a wonder it didn't come with a complimentary participation trophy. At launch, its hardware was a joke, a relic of a bygone era, with processing power that made it struggle to keep up with the likes of Sega Genesis. And don't even get me started on the memory - it was like they expected gamers to be content with playing the same five levels over and over.
But wait, it gets better. The audio capabilities were a masterclass in subpar design, with muffled sound and sound effects that sounded like they were recorded in a tin can. I mean, who needs crisp, clear audio when you can have a console that sounds like it's struggling to produce anything above a faint whisper? And the "experts" will tell you that it was "good enough" for its time. Good enough? Are you kidding me? That's just code for "we settled for mediocrity and hoped no one would notice".
Some of the glaring issues with the SNES include:
- Clunky, uncomfortable controller design that seemed to have been crafted by someone who had never actually held a gamepad before
- Poorly laid out buttons that guaranteed a healthy dose of frustration and carpal tunnel syndrome
- No built-in CD-ROM support, because who needs high-quality audio and large storage capacity, anyway?

Nostalgia-Fueled Delusions
The Super Nintendo: the ultimate symbol of nostalgic navel-gazing. People fawn over it like it's the second coming, but let's be real, its appeal is about as genuine as a timeshare sales pitch. Sentimental value is just a nice way of saying "we're too lazy to critically evaluate our childhood memories".
The SNES's library is a laundry list of overhyped mediocrities, propped up by gaming media and nostalgic fans who can't tell the difference between "classic" and "cringeworthy". Case in point:
- Super Mario World: a platformer that's more frustrating than fun, with level design that's as creative as a kindergartener's plaything.
- The Legend of Zelda: A Link to the Past: a game that's more notable for its awkward pacing and clumsy combat than any actual innovation.
- Donkey Kong Country: a tech demo masquerading as a platformer, with more emphasis on flashy graphics than actual gameplay.
