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#shigerumiyamoto — Public Fediverse posts

Live and recent posts from across the Fediverse tagged #shigerumiyamoto, aggregated by home.social.

  1. El diseñador #ShigeruMiyamoto reveló en una antigua entrevista lo que piensa de #Zelda II: The Adventure of Link para NES, y parece que no le convenció. Eso a pesar de su influencia en otros videojuegos como #ResidentEvilRequiem y #HollowKnightSilksong :3. universo-nintendo.com.mx/2026/

  2. El diseñador #ShigeruMiyamoto reveló en una antigua entrevista lo que piensa de #Zelda II: The Adventure of Link para NES, y parece que no le convenció. Eso a pesar de su influencia en otros videojuegos como #ResidentEvilRequiem y #HollowKnightSilksong :3. universo-nintendo.com.mx/2026/

  3. El diseñador #ShigeruMiyamoto reveló en una antigua entrevista lo que piensa de #Zelda II: The Adventure of Link para NES, y parece que no le convenció. Eso a pesar de su influencia en otros videojuegos como #ResidentEvilRequiem y #HollowKnightSilksong :3. universo-nintendo.com.mx/2026/

  4. Retro Gaming Ads Blast – Part 42

    Welcome back readers, fellow geeks and electronic gaming fans!

    In this edition of the Retro Gaming Ads Blast (RGAB) series, we will take a look at another batch of retro gaming print ads from the 1980s to the 1990s.

    For the newcomers reading this, Retro Gaming Ads Blast (RGAB) looks back at the many print ads of games (console, arcade, computer and handheld) that were published in comic books, magazines, flyers, posters and newspapers long before smartphones, social media, the worldwide web and streaming became popular. To put things in perspective, people back in the 1980s to the 1990s were more trusting of print media for information and images about electronic games and related products.

    With those details laid down, here is the newest batch of retro gaming print ads for you to see and enjoy…

    1. Space Duel Arcade Flyer

    The front. The rear.

    When the 1979 arcade classic Asteroids achieved massive success for Atari, the company went on to make ports of it on different platforms as well as follow-ups in the arcades. The first follow-up Asteroids Deluxe had a positive reception but never reached the huge impact of its predecessor. Since Asteroids Deluxe was well regarded for improved visuals and higher level of challenge, Atari went on to make the 1982 follow-up Space Duel. To promote the game, Atari’s artists made fascinating original artworks for both the arcade cabinet and the arcade flyer itself. Apart from looking great, I noticed the spaceships of Space Duel’s art looks similar with those of Xevious (a Namco arcade game distributed by Atari in America) and I can only speculate that the same artist made those.

    2. Midway Auxiliary Show Monitor Print Ad

    Did you experience watching arcade gameplay footage displayed on an overhead monitor?

    As video arcades in America became massively popular with people and became a major economic sector, it was not surprising that crowding became a trend especially whenever a very popular game attracted both players (waiting in line) as well as onlookers. Midway, which was an arcade giant in the 1980s, came up with their own concept of a specialized secondary display called the Midway Auxiliary Show Monitor designed to let onlookers watch a video of ongoing gameplay without physically standing by the player. As the print ad above shows precisely the use of the monitors, those were used at trade shows or in arcades with a setup to make turn the single-player experience into a makeshift show for the people nearby. Back in the 1980s, there was indeed a spectator approach to the arcade experience but players had to deal with the disturbance of many onlookers standing near to see the on-screen action. At the very least, Midway’s concept and hardware was a bold attempt to solve overcrowding.

    3. Sega Genesis North American Print Ad

    Did this 1989 ad convince you to buy a Sega Genesis console?

    While the Sega Genesis has always been identified with 1990s console gaming in America, the console was officially launched there in August 1989. At the time, Sega of America was not too creative nor aggressive when it comes to marketing the Genesis. The above 1989 print ad showed a lot of screenshots to promote the games, showed the console with a TV and a few peripherals and a text description that emphasized the Genesis as the so-called ultimate dimension in game play. Considering how dynamic and aggressive Sega’s marketing of the Genesis and games became a few years later when Tom Kalinske became the CEO, it is not surprising that this old ad has been forgotten.

    4. The Punisher NES Print Ad

    Fact: The Punisher started as an assassin in the comic books in 1974 before being turned into an anti-criminal killer.

    By the year 1990, The Punisher became one of Marvel Comics’ most popular figures and the character had two monthly series published. As such, an actual video game featuring the character was made for the Nintendo Entertainment System (NES) and to promote it, three screenshots were shown, a brick wall with stylized short messages was shown and a hand-drawn art of the Punisher was displayed. As seen in the screenshots, elements from The Punisher comic books were displayed such as shooting and fighting the criminals. Considering how wholesome the NES audience was at the time, this print promotion of The Punisher game looks odd although it is a fact that entertainment products featuring violent entertainment properties or characters were made and marketed towards children less than 12-years-old. Remember the Rambo animated series and video games of the 1980s?

    5. Lethal Enforcers II: Gun Fighters Arcade Flyer

    Did you enjoy this Lethal Enforcers sequel?

    After achieving both critical and big-time commercial arcade success with Lethal Enforcers in 1992, Konami proceeded with the sequel Lethal Enforcers II: Gun Fighters which was released in arcades two years later. While the 1994 game used 2D sprites and digitized photographs like its predecessor, Konami used the 19th century Old West as the setting making it totally different from the 1992 original. To promote the game and emphasize the Old West setting, Konami came up with this arcade flyer that showed actors in cowboy costumes with a background that looks like a cowboy movie set. Lethal Enforcers II: Gun Fighters went on to become successful in the arcades and it later got ported to game consoles.

    6. Wipeout XL Print Ad

    This is an ad and not an article.

    1996 was a tremendous year for console gaming. As Nintendo launched their highly anticipated Nintendo 64 console (N64) that year, game publishers came up with new games that further utilized the features of both Sony PlayStation and Sega Saturn. Wipeout XL was a sequel sci-fi racing game exclusive to the PlayStation and developer/publisher Psygnosis went all-in promoting the game with a lot of creativity and energy. They came up with this 2-page print ad to make gamers excited while creatively informing them what features, rave music and fun gameplay it has. On face value, this print ad looked more like a dazzling article.

    7. Nights into Dreams Print Ad

    The team behind the popular Sonic platform games on the Sega Genesis made Nights into Dreams.

    If there is anything notable about the history of the Sega Saturn, it is the fact that there were no new dedicated platform games of Sonic The Hedgehog released for it which is very odd as the Sonic platform games on Sega Genesis were big sellers, critically acclaimed and even made their mark on pop culture. During the mid-1990s, Sonic Team (which had Sonic game creators like Yuji Naka and Naoto Ohshima) were laser-focused on making Nights into Dreams (stylized as NiGHTS into Dreams) which was an all-new intellectual property that allowed them to utilize the 3D capabilities of the Saturn while making room for their creativity. Sega knew Nights into Dreams was special so they came up with this 2-page print ad which had an eye-catching display of screenshots of the game on the left (with the Saturn in the middle) while using the other half for descriptive text and explanations (with the special Saturn controller in the middle) to grab people’s attention. This old ad from 1996 is a mixed bag for me as the left side was captivating to see while the description on the right side requires some effort to read properly due to the small size of the text.

    8. Super Mario 64 Print Ad

    This one was simple, clean and yet memorable.

    What is arguably the most memorable video game released in 1996 was Super Mario 64 which was not only a fully featured launch game of the Nintendo 64 console, but also the first-ever Super Mario platform game made with 3D polygons complete with a large 3D environment that can be explored a lot. There was a huge anticipation for this game by both gamers and the media, and whenever it was previewed before release, it drew lots of crowds and many ended up being very impressed and wanting more. Nintendo knew they had some very special under the production and direction of Mario creator Shigeru Miyamoto. As such, Nintendo had an ambitious marketing campaign that includes print media, video advertising on MTV, Fox and Nickelodeon and even sending video tapes to thousands of Nintendo Power magazine subscribers. This 2-page print ad was part of the campaign and it had a fine visual design that strongly emphasized the iconic Mario in polygonal form in most spaces, leaving the screenshots in the bottom. This old ad from 1996 never looks outdated and its clean approach is really effective in helping people understand that something great would be launched along with the N64. Both the console and this game sold a lot of copies ultimately and it remains one of Nintendo’s biggest achievements ever.

    +++++

    Thank you for reading. If you find this article engaging, please click the like button below, share this article to others and also please consider making a donation to support my publishing. If you are looking for a copywriter to create content for your special project or business, check out my services and my portfolio. Feel free to contact me with a private message. Also please feel free to visit my Facebook page Author Carlo Carrasco and follow me on Twitter at @CarloCarrascoPH as well as on Tumblr at https://carlocarrasco.tumblr.com/ and on Instagram athttps://www.instagram.com/authorcarlocarrasco

    #1980s #1990s #2DShooters #action #adventure #advert #advertisement #advertisements #advertising #adverts #America #Amiga #amusement #arcade #arcadeFlyers #arcadeGames #arcadeGaming #arcadeOperators #Asteroids #AsteroidsDeluxe #Atari #Bally #CarloCarrasco #CD #CDROM #ChatGPT #cinema #comicBooks #comics #comicsBlog #computers #console #consoleGames #consoleGaming #consoles #cowboy #cowboys #CowboysAndIndians #crime #electronics #entertainment #entertainmentBlog #fantasy #film #FrankCastle #fun #gameConsole #gameConsoles #gamers #games #gamesConsole #gamesConsoles #gaming #gamingConsole #gamingConsoles #geek #Google #GoogleSearch #guns #handheldGaming #IBM #Instagram #Investagrams #Japan #Konami #LethalEnforcers #LethalEnforcers2TheWestern #LethalEnforcersIIGunFighters #magazines #marketing #MarvelComics #MegaCD #Midway #MidwayAuxiliaryShowMonitor #mobileGaming #movies #MTV #N64 #Namco #NaotoOhshima #Nickelodeon #NightsIntoDreams #Nintendo #Nintendo64N64 #NintendoEntertainmentSystemNES #NintendoPower #Nippon #nostalgia #OldWest #PCGames #PCGaming #platformGames #PlayStationOne #posters #printAds #printMedia #promos #PS1 #PSOne #Psygnosis #Rambo #RetroGaming #RetroGamingAdsBlastRGAB #Retrospective #sciFi #scienceFiction #Sega #SegaCD #SegaGenesis #SegaOfAmerica #SegaSaturn #ShigeruMiyamoto #shooter #shooters #SNES #socialMedia #Sonic #SonicTeam #SonicTheHedgehog #SpaceDuel #spaceTravel #SuperMario64 #SuperNES #SuperNintendoEntertainmentSystemSNES #superhero #Taito #technology #The1980s #The1990s #ThePunisher #Tumblr #UnitedStates #UnitedStatesOfAmerica #UnitedStatesOfAmericaUSA #videoGames #WipeoutXL #WordPress #WordPressCom #Xevious #YujiNaka
  5. Book of da Month #2: Super Nintendo by Keza MacDonald 👾

    This is a great fun, uplifting historical account of legendary games developer Nintendo. Keza MacDonald’s book explores the gaming giant’s history, including detailed looks into their biggest franchises, alongside exclusive interviews with the company’s creative geniuses.

    MacDonald is an English journalist and she’s currently the editor of The Guardian’s gaming department. Super Nintendo launched in February 2026 and is a lively, engaging read for any fan of the company. Innit.

    Super Nintendo: How One Japanese Company Helped the World Have Fun

    [youtube youtube.com/watch?v=CdTZ8d1-xp]

    There are plenty of gaming books these days, but for a long time it was David Sheff’s Game Over (1993) that was the pinnacle of that genre. That book was about Nintendo’s rise to gaming domination in the 1980s.

    MacDonald doesn’t try to recreate that here, instead focussing her efforts on why Nintendo continues to be so successful. Its Switch 2 console launched in June 2025 and is the fastest selling console in history, shifting over 17 million units worldwide before December 2025.

    There’s a reason for all that. In the modern gaming world, Nintendo stands out with its business and creative philosophy. It takes its time with games, will happily delay things if necessary, and ignore almost all AAA big blockbuster trends going on with Sony and Microsoft’s consoles (the PlayStation and Xbox series).

    Where Sony and Microsoft obsess over the most powerful possible consoles, and focus on massive blockbuster 300+ hour AAA games with the best available graphics, Nintendo ignores that entirely.

    The focus is fun. Plain and simple, a philosophy in place since its former president Hiroshi Yamauchi (1927-2013) hired Gunpei Yokoi in 1965. Yokoi’s gleeful sense of creativity with toys and electronics led to various success stories.

    One of the first things he invented was the Ultra Hand. Created in 1966, it’s capable of stretching out over large distances to grab stuff. It sold very well, shifting over a million units, and cemented Yokoi’s position in the business.

    [youtube youtube.com/watch?v=mr0u1ipExM]

    Yamauchi saw the rise of arcade units in the 1970s, and the success of Atari, and led Nintendo in that direction. He hired Shigeru Miyamoto in 1977. He went on to create the Donkey Kong arcade unit and then Super Mario, with the NES transforming Nintendo into a household name.

    Meanwhile, Yokoi (1941-1997) invented the Game & Watch series and then his masterpiece… the GameBoy! It sold over 118 million worldwide.

    How One Japanese Company Helped the World Have Fun takes some time to explore Miyamoto’s creative vision, well worth exploring as he’s arguably the most important creative in video game history.

    We’ll get to him in a moment, but it’s worth looking into why gamers continue to flock to the company. We first played one of their games circa 1989 (Mario Bros.) and we’re addicted straight away. Nintendo remains our gaming choice, no matter what Sony or Microsoft come up with we come back to Nintendo on the simple basis of the games being exceptional and great fun.

    MacDonald covers her own interest in all this across the opening chapter. She really catches the appeal of gaming and how it draws you in for a lifelong passion.

    “Nintendo remains fascinating to me and why it’s stayed throughout my life: it has a knack for surprises, for coming out with something unexpected. It may seem weird that fully grown adults would continue to love games that are overtly and unashamedly family-friendly, but for some Nintendo fans that’s the point: Nintendo represents an uncomplicatedly fun approach to video games, a brick bridge back to the simple joy and excitement of childhood play in a world that is increasingly pressured and fraught.”

    And this on the Japanese gaming giant’s business philosophy:

    “Where other publishers have started darkly manipulating the form with exploitative microtransactions or dark-pattern engagement techniques borrowed from the gambling industry – Zynga, one of the world’s biggest mobile gamer companies, has proudly boasted on record about how much it encourages its players to spend – Nintendo has remained resolutely and refreshingly un-corporate about the business of fun. Delight comes first, profit second.”

    It’s one of the reasons why it doesn’t bother even trying to compete with Sony and Microsoft. They do their own thing, Nintendo is off elsewhere being innovative and creating unique concepts, with a design philosophy that makes its hardware more affordable.

    This innovation can backfire sometimes, such as with the Wii U console from 2012 (a big failure by Nintendo’s standards), but then it bounced back with the Switch and Switch 2 concepts. So it can be hit and miss, but the company is rarely afraid to experiment around with its hardware and franchises.

    Oh, but yes. Much of that success is down to one man’s creative brilliance.

    The Genius of Shigeru Miyamoto

    [youtube youtube.com/watch?v=mg-2EcAYjZ]

    Think of Miyamoto as the Steven Spielberg of gaming. Mario, Zelda, Pikmin, Donkey Kong etc. He’s not a programmer, but is a games designer with an incredible capacity to just know what he’s doing.

    He’s a shy man and unassuming, never commanding a big salary (which he could have easily demanded) and for most of his career at Nintendo he cycled in each morning. He has a goofy sense of fun, too, and seems a bit awkward at public events, but goes anyway to be present and enjoy the occasion. We would not be surprised at all if he’s neurodivergent, given he’s such a unique person.

    It’s like his talent is inherent. Former Nintendo president Satoru Iwata (1959-2015) said of him:

    “I think most people out there think of Miyamoto as an artist – something of a genius, who puts stock inspiration and thinks with the right side of his brain, coming up with unlikely observations one after another, as if guided by divine inspiration … Miyamoto is an extremely logical person. But that’s not all. His mind is capable of bother extraordinarily logical, left-brained considerations and the sort of speeding-bullet thinking you might hear from someone who has pursued a career in the arts.”

    MacDonald adds further clarity to Miyamoto’s visual way of thinking:

    “According to Iwata, who was one of his closet friends and collaborators, Miyamoto is almost uniquely able to understand both the technical and artistic sides of games development, whether he’s looking at the design of a console or the games that we’re going to play on the console.

    ‘It’s as if one second he’s using a magnifying glass and the next instant he’s looking down from 10,000 feet overhead.’ Iwata wrote. Miyamoto has never formally studied computers, programming, hardware, or electronics, but working side by side at Nintendo with people who specialise in these things, he has acquired a deep understanding of what computers are good at and what they’re not good at, what’s possible and what’s not …

    His ability to understand the principles of programming and work with them, rather than seeing his design or artistic vision as something that’s in opposition to the limitations of the technology, it key to that sense of wholeness that the best Nintendo games have, the feeling that every element of the game is feeding into the same goal: making the player feel good.”

    Miyamoto is 73 now and acts as more of a guiding creative force than active project lead. This isn’t anything new, either, as he hasn’t led a Mario project since Super Mario 64 back in the mid-1990s.

    After that landmark game, the benchmark for 3D gaming for years to come, he busied himself with the equally groundbreaking Zelda: Ocarina of Time (1998). It’s still regarded as one of the best games of all time.

    [youtube youtube.com/watch?v=cu_ZtGP2oe]

    Two massive games from the ’90s. Every modern game that launches now is based on the game design principles set out in those two N64 games.

    Since then, he’s been hugely instrumental instilling his creative philosophy into Nintendo, so it does set the company up for a bright creative future. The younger generation of game designers have clearly mastered his way of things, as the latest batch of Nintendo exclusives has been phenomenal (check out Donkey Kong Bananza to see why).

    More recently he helped design the Nintendo theme park in Japan. He’s still there doing his thing, then, a guiding spirit for business. One who has trained new employees in his particular, singular ways of creativity.

    An Exploration of Nintendo’s Storied Franchises

    [youtube youtube.com/watch?v=unF6tSrcpr]

    After the book’s introduction, each subsequent chapter explores iconic Nintendo franchises:

    • Super Mario
    • Zelda
    • Metroid
    • Pikmin
    • Animal Crossing
    • Splatoon
    • Smash Bros
    • Pokémon

    Nintendo fans may be quite familiar with the details MacDonald presents here, but she goes into strong detail into how each game came to be. Including the sometimes tortuous, meticulous approach needed to create games as good as this. The first Metroid game (trailer above) is a classic example of that.

    When it launched in 1986, in the credits there’s a thank you note to three local restaurants that kept the design team fed during long hours.

    We found all these sections revealing and enjoyable, but we did know quite a lot of the information already. However! MacDonald’s exclusive interviews with key staff members keeps How One Japanese Company Helped the World Have Fun a breezy, life-affirming read.

    Well worth your time if you’re a fan of the company. But also, embedded in these pages, are a business philosophy of merging huge success alongside genuine creative integrity. A rare combination in the modern business world.

    #Books #Creativity #gaming #History #KezaMacDonald #Lifestyle #Literature #Nintendo #Reading #ShigeruMiyamoto #SuperNintendo #VideoGames
  6. Super Nintendo by Keza MacDonald 👾

    This is a great fun, uplifting historical account of legendary games developer Nintendo. Keza MacDonald’s book explores the gaming giant’s history, including detailed looks into their biggest franchises, alongside exclusive interviews with the company’s creative geniuses.

    MacDonald is an English journalist and she’s currently the editor of The Guardian’s gaming department. Super Nintendo launched in February 2026 and is a lively, engaging read for any fan of the company. Innit.

    Super Nintendo: How One Japanese Company Helped the World Have Fun

    [youtube youtube.com/watch?v=CdTZ8d1-xp]

    There are plenty of gaming books these days, but for a long time it was David Sheff’s Game Over (1993) that was the pinnacle of that genre. That book was about Nintendo’s rise to gaming domination in the 1980s.

    MacDonald doesn’t try to recreate that here, instead focussing her efforts on why Nintendo continues to be so successful. Its Switch 2 console launched in June 2025 and is the fastest selling console in history, shifting over 17 million units worldwide before December 2025.

    There’s a reason for all that. In the modern gaming world, Nintendo stands out with its business and creative philosophy. It takes its time with games, will happily delay things if necessary, and ignore almost all AAA big blockbuster trends going on with Sony and Microsoft’s consoles (the PlayStation and Xbox series).

    Where Sony and Microsoft obsess over the most powerful possible consoles, and focus on massive blockbuster 300+ hour AAA games with the best available graphics, Nintendo ignores that entirely.

    The focus is fun. Plain and simple, a philosophy in place since its former president Hiroshi Yamauchi (1927-2013) hired Gunpei Yokoi in 1965. Yokoi’s gleeful sense of creativity with toys and electronics led to various success stories.

    One of the first things he invented was the Ultra Hand. Created in 1966, it’s capable of stretching out over large distances to grab stuff. It sold very well, shifting over a million units, and cemented Yokoi’s position in the business.

    [youtube youtube.com/watch?v=mr0u1ipExM]

    Yamauchi saw the rise of arcade units in the 1970s, and the success of Atari, and led Nintendo in that direction. He hired Shigeru Miyamoto in 1977. He went on to create the Donkey Kong arcade unit and then Super Mario, with the NES transforming Nintendo into a household name.

    Meanwhile, Yokoi (1941-1997) invented the Game & Watch series and then his masterpiece… the Game Boy! It sold over 118 million units worldwide.

    How One Japanese Company Helped the World Have Fun takes some time to explore Miyamoto’s creative vision, well worth exploring as he’s arguably the most important creative in video game history.

    We’ll get to him in a moment, but it’s worth looking into why gamers continue to flock to the company. We first played one of their games circa 1989 (Mario Bros.) and we’re addicted straight away. Nintendo remains our gaming choice, no matter what Sony or Microsoft come up with we come back to Nintendo on the simple basis of the games being exceptional and great fun.

    MacDonald covers her own interest in all this across the opening chapter. She really catches the appeal of gaming and how it draws you in for a lifelong passion.

    “Nintendo remains fascinating to me and why it’s stayed throughout my life: it has a knack for surprises, for coming out with something unexpected. It may seem weird that fully grown adults would continue to love games that are overtly and unashamedly family-friendly, but for some Nintendo fans that’s the point: Nintendo represents an uncomplicatedly fun approach to video games, a brick bridge back to the simple joy and excitement of childhood play in a world that is increasingly pressured and fraught.”

    And this on the Japanese gaming giant’s business philosophy:

    “Where other publishers have started darkly manipulating the form with exploitative microtransactions or dark-pattern engagement techniques borrowed from the gambling industry – Zynga, one of the world’s biggest mobile gamer companies, has proudly boasted on record about how much it encourages its players to spend – Nintendo has remained resolutely and refreshingly un-corporate about the business of fun. Delight comes first, profit second.”

    It’s one of the reasons why it doesn’t bother even trying to compete with Sony and Microsoft. They do their own thing, Nintendo is off elsewhere being innovative rather than maxxing out the most powerful specs—a design philosophy that makes its hardware more affordable.

    This innovation can backfire sometimes, such as with the Wii U console from 2012 (a big failure by Nintendo’s standards), but then it bounced back with the Switch and Switch 2 concepts. So its innovation can be hit and miss (usually the former), but the company is rarely afraid to experiment around with its hardware and franchises.

    Oh, and much of that success is down to one man’s creative brilliance.

    The Genius of Shigeru Miyamoto

    [youtube youtube.com/watch?v=mg-2EcAYjZ]

    Think of Miyamoto as the Steven Spielberg of gaming. Mario, Zelda, Pikmin, Donkey Kong etc. He’s not a programmer, but is a games designer with an incredible capacity to just know what he’s doing.

    He’s a shy man and unassuming, never commanding a big salary (which he could have easily demanded) and for most of his career at Nintendo he cycled in each morning. He has a goofy sense of fun, too, and seems a bit awkward at public events, but goes anyway to be present and enjoy the occasion. We would not be surprised at all if he’s neurodivergent, given he’s such a unique person.

    It’s like his talent is inherent. Former Nintendo president Satoru Iwata (1959-2015) said of him:

    “I think most people out there think of Miyamoto as an artist – something of a genius, who puts stock inspiration and thinks with the right side of his brain, coming up with unlikely observations one after another, as if guided by divine inspiration … Miyamoto is an extremely logical person. But that’s not all. His mind is capable of both extraordinarily logical, left-brained considerations and the sort of speeding-bullet thinking you might hear from someone who has pursued a career in the arts.”

    MacDonald adds further clarity to Miyamoto’s visual way of thinking:

    “According to Iwata, who was one of his closet friends and collaborators, Miyamoto is almost uniquely able to understand both the technical and artistic sides of games development, whether he’s looking at the design of a console or the games that we’re going to play on the console.

    ‘It’s as if one second he’s using a magnifying glass and the next instant he’s looking down from 10,000 feet overhead.’ Iwata wrote. Miyamoto has never formally studied computers, programming, hardware, or electronics, but working side by side at Nintendo with people who specialise in these things, he has acquired a deep understanding of what computers are good at and what they’re not good at, what’s possible and what’s not …

    His ability to understand the principles of programming and work with them, rather than seeing his design or artistic vision as something that’s in opposition to the limitations of the technology, is key to that sense of wholeness that the best Nintendo games have, the feeling that every element of the game is feeding into the same goal: making the player feel good.”

    Miyamoto is 73 now and acts as more of a guiding creative force than active project lead. This isn’t anything new, either, as he hasn’t led a Mario project since Super Mario 64 back in the mid-1990s.

    After that landmark game, the benchmark for 3D gaming for years to come, he busied himself with the equally groundbreaking Zelda: Ocarina of Time (1998). It’s still regarded as one of the best games of all time.

    [youtube youtube.com/watch?v=cu_ZtGP2oe]

    Two massive games from the ’90s. Every modern game that launches now is based on the game design principles set out in those two N64 games.

    Since then, he’s been hugely instrumental instilling his creative philosophy into Nintendo, so it does set the company up for a bright creative future. The younger generation of game designers have clearly mastered his way of things, as the latest batch of Nintendo exclusives has been phenomenal (check out Donkey Kong Bananza to see why).

    More recently he helped design the Nintendo theme park in Japan. He’s still there doing his thing, then, a guiding spirit for business. One who has trained new employees in his particular, singular ways of creativity.

    An Exploration of Nintendo’s Storied Franchises

    [youtube youtube.com/watch?v=unF6tSrcpr]

    After the book’s introduction, each subsequent chapter explores iconic Nintendo franchises:

    • Super Mario
    • Zelda
    • Metroid
    • Pikmin
    • Animal Crossing
    • Splatoon
    • Smash Bros
    • Pokémon

    Nintendo fans may be quite familiar with the details MacDonald presents here, but she goes into strong detail into how each game came to be. Including the sometimes tortuous, meticulous approach needed to create games as good as this. The first Metroid game (trailer above) is a classic example of that.

    When it launched in 1986, in the credits there’s a thank you note to three local restaurants that kept the design team fed during long hours.

    We found all these sections revealing and enjoyable, but we did know quite a lot of the information already. However! MacDonald’s exclusive interviews with key staff members keeps How One Japanese Company Helped the World Have Fun a breezy, life-affirming read.

    Well worth your time if you’re a fan of the company. But also, embedded in these pages, are a business philosophy of merging huge success alongside genuine creative integrity. A rare combination in the modern business world.

    #Books #Creativity #Fun #gaming #History #KezaMacDonald #Lifestyle #Literature #Nintendo #Reading #ShigeruMiyamoto #SuperNintendo #VideoGames
  7. Book of da Month #2: Super Nintendo by Keza MacDonald 👾

    This is a great fun, uplifting historical account of legendary games developer Nintendo. Keza MacDonald’s book explores the gaming giant’s history, including detailed looks into their biggest franchises, alongside exclusive interviews with the company’s creative geniuses.

    MacDonald is an English journalist and she’s currently the editor of The Guardian’s gaming department. Super Nintendo launched in February 2026 and is a lively, engaging read for any fan of the company. Innit.

    Super Nintendo: How One Japanese Company Helped the World Have Fun

    [youtube youtube.com/watch?v=CdTZ8d1-xp]

    There are plenty of gaming books these days, but for a long time it was David Sheff’s Game Over (1993) that was the pinnacle of that genre. That book was about Nintendo’s rise to gaming domination in the 1980s.

    MacDonald doesn’t try to recreate that here, instead focussing her efforts on why Nintendo continues to be so successful. Its Switch 2 console launched in June 2025 and is the fastest selling console in history, shifting over 17 million units worldwide before December 2025.

    There’s a reason for all that. In the modern gaming world, Nintendo stands out with its business and creative philosophy. It takes its time with games, will happily delay things if necessary, and ignore almost all AAA big blockbuster trends going on with Sony and Microsoft’s consoles (the PlayStation and Xbox series).

    Where Sony and Microsoft obsess over the most powerful possible consoles, and focus on massive blockbuster 300+ hour AAA games with the best available graphics, Nintendo ignores that entirely.

    The focus is fun. Plain and simple, a philosophy in place since its former president Hiroshi Yamauchi (1927-2013) hired Gunpei Yokoi in 1965. Yokoi’s gleeful sense of creativity with toys and electronics led to various success stories.

    One of the first things he invented was the Ultra Hand. Created in 1966, it’s capable of stretching out over large distances to grab stuff. It sold very well, shifting over a million units, and cemented Yokoi’s position in the business.

    [youtube youtube.com/watch?v=mr0u1ipExM]

    Yamauchi saw the rise of arcade units in the 1970s, and the success of Atari, and led Nintendo in that direction. He hired Shigeru Miyamoto in 1977. He went on to create the Donkey Kong arcade unit and then Super Mario, with the NES transforming Nintendo into a household name.

    Meanwhile, Yokoi (1941-1997) invented the Game & Watch series and then his masterpiece… the GameBoy! It sold over 118 million worldwide.

    How One Japanese Company Helped the World Have Fun takes some time to explore Miyamoto’s creative vision, well worth exploring as he’s arguably the most important creative in video game history.

    We’ll get to him in a moment, but it’s worth looking into why gamers continue to flock to the company. We first played one of their games circa 1989 (Mario Bros.) and we’re addicted straight away. Nintendo remains our gaming choice, no matter what Sony or Microsoft come up with we come back to Nintendo on the simple basis of the games being exceptional and great fun.

    MacDonald covers her own interest in all this across the opening chapter. She really catches the appeal of gaming and how it draws you in for a lifelong passion.

    “Nintendo remains fascinating to me and why it’s stayed throughout my life: it has a knack for surprises, for coming out with something unexpected. It may seem weird that fully grown adults would continue to love games that are overtly and unashamedly family-friendly, but for some Nintendo fans that’s the point: Nintendo represents an uncomplicatedly fun approach to video games, a brick bridge back to the simple joy and excitement of childhood play in a world that is increasingly pressured and fraught.”

    And this on the Japanese gaming giant’s business philosophy:

    “Where other publishers have started darkly manipulating the form with exploitative microtransactions or dark-pattern engagement techniques borrowed from the gambling industry – Zynga, one of the world’s biggest mobile gamer companies, has proudly boasted on record about how much it encourages its players to spend – Nintendo has remained resolutely and refreshingly un-corporate about the business of fun. Delight comes first, profit second.”

    It’s one of the reasons why it doesn’t bother even trying to compete with Sony and Microsoft. They do their own thing, Nintendo is off elsewhere being innovative and creating unique concepts, with a design philosophy that makes its hardware more affordable.

    This innovation can backfire sometimes, such as with the Wii U console from 2012 (a big failure by Nintendo’s standards), but then it bounced back with the Switch and Switch 2 concepts. So it can be hit and miss, but the company is rarely afraid to experiment around with its hardware and franchises.

    Oh, but yes. Much of that success is down to one man’s creative brilliance.

    The Genius of Shigeru Miyamoto

    [youtube youtube.com/watch?v=mg-2EcAYjZ]

    Think of Miyamoto as the Steven Spielberg of gaming. Mario, Zelda, Pikmin, Donkey Kong etc. He’s not a programmer, but is a games designer with an incredible capacity to just know what he’s doing.

    He’s a shy man and unassuming, never commanding a big salary (which he could have easily demanded) and for most of his career at Nintendo he cycled in each morning. He has a goofy sense of fun, too, and seems a bit awkward at public events, but goes anyway to be present and enjoy the occasion. We would not be surprised at all if he’s neurodivergent, given he’s such a unique person.

    It’s like his talent is inherent. Former Nintendo president Satoru Iwata (1959-2015) said of him:

    “I think most people out there think of Miyamoto as an artist – something of a genius, who puts stock inspiration and thinks with the right side of his brain, coming up with unlikely observations one after another, as if guided by divine inspiration … Miyamoto is an extremely logical person. But that’s not all. His mind is capable of bother extraordinarily logical, left-brained considerations and the sort of speeding-bullet thinking you might hear from someone who has pursued a career in the arts.”

    MacDonald adds further clarity to Miyamoto’s visual way of thinking:

    “According to Iwata, who was one of his closet friends and collaborators, Miyamoto is almost uniquely able to understand both the technical and artistic sides of games development, whether he’s looking at the design of a console or the games that we’re going to play on the console.

    ‘It’s as if one second he’s using a magnifying glass and the next instant he’s looking down from 10,000 feet overhead.’ Iwata wrote. Miyamoto has never formally studied computers, programming, hardware, or electronics, but working side by side at Nintendo with people who specialise in these things, he has acquired a deep understanding of what computers are good at and what they’re not good at, what’s possible and what’s not …

    His ability to understand the principles of programming and work with them, rather than seeing his design or artistic vision as something that’s in opposition to the limitations of the technology, it key to that sense of wholeness that the best Nintendo games have, the feeling that every element of the game is feeding into the same goal: making the player feel good.”

    Miyamoto is 73 now and acts as more of a guiding creative force than active project lead. This isn’t anything new, either, as he hasn’t led a Mario project since Super Mario 64 back in the mid-1990s.

    After that landmark game, the benchmark for 3D gaming for years to come, he busied himself with the equally groundbreaking Zelda: Ocarina of Time (1998). It’s still regarded as one of the best games of all time.

    [youtube youtube.com/watch?v=cu_ZtGP2oe]

    Two massive games from the ’90s. Every modern game that launches now is based on the game design principles set out in those two N64 games.

    Since then, he’s been hugely instrumental instilling his creative philosophy into Nintendo, so it does set the company up for a bright creative future. The younger generation of game designers have clearly mastered his way of things, as the latest batch of Nintendo exclusives has been phenomenal (check out Donkey Kong Bananza to see why).

    More recently he helped design the Nintendo theme park in Japan. He’s still there doing his thing, then, a guiding spirit for business. One who has trained new employees in his particular, singular ways of creativity.

    An Exploration of Nintendo’s Storied Franchises

    [youtube youtube.com/watch?v=unF6tSrcpr]

    After the book’s introduction, each subsequent chapter explores iconic Nintendo franchises:

    • Super Mario
    • Zelda
    • Metroid
    • Pikmin
    • Animal Crossing
    • Splatoon
    • Smash Bros
    • Pokémon

    Nintendo fans may be quite familiar with the details MacDonald presents here, but she goes into strong detail into how each game came to be. Including the sometimes tortuous, meticulous approach needed to create games as good as this. The first Metroid game (trailer above) is a classic example of that.

    When it launched in 1986, in the credits there’s a thank you note to three local restaurants that kept the design team fed during long hours.

    We found all these sections revealing and enjoyable, but we did know quite a lot of the information already. However! MacDonald’s exclusive interviews with key staff members keeps How One Japanese Company Helped the World Have Fun a breezy, life-affirming read.

    Well worth your time if you’re a fan of the company. But also, embedded in these pages, are a business philosophy of merging huge success alongside genuine creative integrity. A rare combination in the modern business world.

    #Books #Creativity #gaming #History #KezaMacDonald #Lifestyle #Literature #Nintendo #Reading #ShigeruMiyamoto #SuperNintendo #VideoGames
  8. Book of da Month #2: Super Nintendo by Keza MacDonald 👾

    This is a great fun, uplifting historical account of legendary games developer Nintendo. Keza MacDonald’s book explores the gaming giant’s history, including detailed looks into their biggest franchises, alongside exclusive interviews with the company’s creative geniuses.

    MacDonald is an English journalist and she’s currently the editor of The Guardian’s gaming department. Super Nintendo launched in February 2026 and is a lively, engaging read for any fan of the company. Innit.

    Super Nintendo: How One Japanese Company Helped the World Have Fun

    [youtube youtube.com/watch?v=CdTZ8d1-xp]

    There are plenty of gaming books these days, but for a long time it was David Sheff’s Game Over (1993) that was the pinnacle of that genre. That book was about Nintendo’s rise to gaming domination in the 1980s.

    MacDonald doesn’t try to recreate that here, instead focussing her efforts on why Nintendo continues to be so successful. Its Switch 2 console launched in June 2025 and is the fastest selling console in history, shifting over 17 million units worldwide before December 2025.

    There’s a reason for all that. In the modern gaming world, Nintendo stands out with its business and creative philosophy. It takes its time with games, will happily delay things if necessary, and ignore almost all AAA big blockbuster trends going on with Sony and Microsoft’s consoles (the PlayStation and Xbox series).

    Where Sony and Microsoft obsess over the most powerful possible consoles, and focus on massive blockbuster 300+ hour AAA games with the best available graphics, Nintendo ignores that entirely.

    The focus is fun. Plain and simple, a philosophy in place since its former president Hiroshi Yamauchi (1927-2013) hired Gunpei Yokoi in 1965. Yokoi’s gleeful sense of creativity with toys and electronics led to various success stories.

    One of the first things he invented was the Ultra Hand. Created in 1966, it’s capable of stretching out over large distances to grab stuff. It sold very well, shifting over a million units, and cemented Yokoi’s position in the business.

    [youtube youtube.com/watch?v=mr0u1ipExM]

    Yamauchi saw the rise of arcade units in the 1970s, and the success of Atari, and led Nintendo in that direction. He hired Shigeru Miyamoto in 1977. He went on to create the Donkey Kong arcade unit and then Super Mario, with the NES transforming Nintendo into a household name.

    Meanwhile, Yokoi (1941-1997) invented the Game & Watch series and then his masterpiece… the Game Boy! It sold over 118 million units worldwide.

    How One Japanese Company Helped the World Have Fun takes some time to explore Miyamoto’s creative vision, well worth exploring as he’s arguably the most important creative in video game history.

    We’ll get to him in a moment, but it’s worth looking into why gamers continue to flock to the company. We first played one of their games circa 1989 (Mario Bros.) and we’re addicted straight away. Nintendo remains our gaming choice, no matter what Sony or Microsoft come up with we come back to Nintendo on the simple basis of the games being exceptional and great fun.

    MacDonald covers her own interest in all this across the opening chapter. She really catches the appeal of gaming and how it draws you in for a lifelong passion.

    “Nintendo remains fascinating to me and why it’s stayed throughout my life: it has a knack for surprises, for coming out with something unexpected. It may seem weird that fully grown adults would continue to love games that are overtly and unashamedly family-friendly, but for some Nintendo fans that’s the point: Nintendo represents an uncomplicatedly fun approach to video games, a brick bridge back to the simple joy and excitement of childhood play in a world that is increasingly pressured and fraught.”

    And this on the Japanese gaming giant’s business philosophy:

    “Where other publishers have started darkly manipulating the form with exploitative microtransactions or dark-pattern engagement techniques borrowed from the gambling industry – Zynga, one of the world’s biggest mobile gamer companies, has proudly boasted on record about how much it encourages its players to spend – Nintendo has remained resolutely and refreshingly un-corporate about the business of fun. Delight comes first, profit second.”

    It’s one of the reasons why it doesn’t bother even trying to compete with Sony and Microsoft. They do their own thing, Nintendo is off elsewhere being innovative rather than maxxing out the most powerful specs—a design philosophy that makes its hardware more affordable.

    This innovation can backfire sometimes, such as with the Wii U console from 2012 (a big failure by Nintendo’s standards), but then it bounced back with the Switch and Switch 2 concepts. So its innovation can be hit and miss (usually the former), but the company is rarely afraid to experiment around with its hardware and franchises.

    Oh, and much of that success is down to one man’s creative brilliance.

    The Genius of Shigeru Miyamoto

    [youtube youtube.com/watch?v=mg-2EcAYjZ]

    Think of Miyamoto as the Steven Spielberg of gaming. Mario, Zelda, Pikmin, Donkey Kong etc. He’s not a programmer, but is a games designer with an incredible capacity to just know what he’s doing.

    He’s a shy man and unassuming, never commanding a big salary (which he could have easily demanded) and for most of his career at Nintendo he cycled in each morning. He has a goofy sense of fun, too, and seems a bit awkward at public events, but goes anyway to be present and enjoy the occasion. We would not be surprised at all if he’s neurodivergent, given he’s such a unique person.

    It’s like his talent is inherent. Former Nintendo president Satoru Iwata (1959-2015) said of him:

    “I think most people out there think of Miyamoto as an artist – something of a genius, who puts stock inspiration and thinks with the right side of his brain, coming up with unlikely observations one after another, as if guided by divine inspiration … Miyamoto is an extremely logical person. But that’s not all. His mind is capable of both extraordinarily logical, left-brained considerations and the sort of speeding-bullet thinking you might hear from someone who has pursued a career in the arts.”

    MacDonald adds further clarity to Miyamoto’s visual way of thinking:

    “According to Iwata, who was one of his closet friends and collaborators, Miyamoto is almost uniquely able to understand both the technical and artistic sides of games development, whether he’s looking at the design of a console or the games that we’re going to play on the console.

    ‘It’s as if one second he’s using a magnifying glass and the next instant he’s looking down from 10,000 feet overhead.’ Iwata wrote. Miyamoto has never formally studied computers, programming, hardware, or electronics, but working side by side at Nintendo with people who specialise in these things, he has acquired a deep understanding of what computers are good at and what they’re not good at, what’s possible and what’s not …

    His ability to understand the principles of programming and work with them, rather than seeing his design or artistic vision as something that’s in opposition to the limitations of the technology, is key to that sense of wholeness that the best Nintendo games have, the feeling that every element of the game is feeding into the same goal: making the player feel good.”

    Miyamoto is 73 now and acts as more of a guiding creative force than active project lead. This isn’t anything new, either, as he hasn’t led a Mario project since Super Mario 64 back in the mid-1990s.

    After that landmark game, the benchmark for 3D gaming for years to come, he busied himself with the equally groundbreaking Zelda: Ocarina of Time (1998). It’s still regarded as one of the best games of all time.

    [youtube youtube.com/watch?v=cu_ZtGP2oe]

    Two massive games from the ’90s. Every modern game that launches now is based on the game design principles set out in those two N64 games.

    Since then, he’s been hugely instrumental instilling his creative philosophy into Nintendo, so it does set the company up for a bright creative future. The younger generation of game designers have clearly mastered his way of things, as the latest batch of Nintendo exclusives has been phenomenal (check out Donkey Kong Bananza to see why).

    More recently he helped design the Nintendo theme park in Japan. He’s still there doing his thing, then, a guiding spirit for business. One who has trained new employees in his particular, singular ways of creativity.

    An Exploration of Nintendo’s Storied Franchises

    [youtube youtube.com/watch?v=unF6tSrcpr]

    After the book’s introduction, each subsequent chapter explores iconic Nintendo franchises:

    • Super Mario
    • Zelda
    • Metroid
    • Pikmin
    • Animal Crossing
    • Splatoon
    • Smash Bros
    • Pokémon

    Nintendo fans may be quite familiar with the details MacDonald presents here, but she goes into strong detail into how each game came to be. Including the sometimes tortuous, meticulous approach needed to create games as good as this. The first Metroid game (trailer above) is a classic example of that.

    When it launched in 1986, in the credits there’s a thank you note to three local restaurants that kept the design team fed during long hours.

    We found all these sections revealing and enjoyable, but we did know quite a lot of the information already. However! MacDonald’s exclusive interviews with key staff members keeps How One Japanese Company Helped the World Have Fun a breezy, life-affirming read.

    Well worth your time if you’re a fan of the company. But also, embedded in these pages, are a business philosophy of merging huge success alongside genuine creative integrity. A rare combination in the modern business world.

    #Books #Creativity #Fun #gaming #History #KezaMacDonald #Lifestyle #Literature #Nintendo #Reading #ShigeruMiyamoto #SuperNintendo #VideoGames
  9. Mario’s space adventure is crushing records! The Super Mario Galaxy Movie hits 747 million worldwide in three weeks and still rules the 2026 box office. Family fun at its finest! 🌌

    theomenmedia.com/post/the-supe

    Support us for FREE or in more direct ways! Click here to find out how: linkin.bio/theomenmedia

    #ChrisMeledandri #ShigeruMiyamoto

  10. Mario’s space adventure is crushing records! The Super Mario Galaxy Movie hits 747 million worldwide in three weeks and still rules the 2026 box office. Family fun at its finest! 🌌

    theomenmedia.com/post/the-supe

    Support us for FREE or in more direct ways! Click here to find out how: linkin.bio/theomenmedia

    #ChrisMeledandri #ShigeruMiyamoto