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#supernintendo — Public Fediverse posts

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

  1. Here we have the Super Nintendo Entertainment System (SNES) with a bunch of games. It was my first video game console :blobcatuwu:

    #SNES #Nindento #SuperNintendo #RetroGaming

  2. You remember #ZSNES, your first #SuperNintendo #emulator ?

    Here's « Super ZSNES », the comeback but with refinements. Entire #SNES graphics processing is no longer handled by the CPU but the GPU using shaders, not just filters but the entire display : sprites, transparency, backgrounds, Mode 7 … and this makes possible high resolution without using an upscaler, to add a whole range of filters and even to have a true 16:9 mode 🎮

    youtu.be/r5twUkvYFpA
    zsnes.com

    #Retrogaming

  3. 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
  4. 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
  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. 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
  7. Sailor Moon Another Story with Cass Proffitt (Distant Echoes)

    Some magical girl stories are content with sparkly transformations and heartfelt speeches. This is not one of those stories. This time on Play Comics we’re warping through the glitter-strewn chaos of Sailor Moon: Another Story, the Super Famicom RPG that took the 90s manga and anime vibes, mashed them with branching timelines and turn-based redemption arcs, and asked, “What if destiny needed a save state?” It’s console combat where emotional baggage weighs more than your inventory, and every villain monologue comes with a friendship discount.

    Chris isn’t battling cosmic paradoxes solo though. Cass Proffitt from Distant Echoes jumps into the senshi squad to help unpack how this game balances moon crystal lore with JRPG grind, and whether it’s a radiant tribute to Sailor Moon or just the sparkliest timeline meltdown in gaming history. Together they’re digging into what survived the trip from Naoko Takeuchi’s pages to console controllers, complete with overdramatic plot twists and Jupiter’s undefeated punch stat.

    Dust off your brooch, queue the theme song, and prepare for senshi squad analysis laced with villain rehab debates and moon prism power-ups that hit different on pixelated screens.

    Learn such things as:

    • Why Another Story might actually be canon. Sort of. Maybe.
    • How localization shaped the Western Sailor Moon fandom.
    • What the point of it all is if you don’t even have a cat to help guide you along the way.
    • And so much more!

    You can find Cass on their podcast Distant Echoes.

    If you want to be a guest on the show please check out the Be a A Guest on the Show page and let me know what you’re interested in.

    You can read the full thoughts from CountZeroOr here:

    Why we never got them? Well, I’d probably say it’s a combination of a couple factors: First, for much of the 16-bit console generation (and the 8-bit console generation before that), there was still a very considerable anti-Japan bias in terms of marketing of console games, based on the idea that American audiences wouldn’t buy anything actively presented as being Japanese, so Anime presentations were out (this is part of the reason why the first Ranma 1/2 fighting game was changed into “Street Combat”) – the Golgo 13 games were viewed as something of an outlier.

    While some later titles in the 90s would take chances on presenting themselves as being more anime (i.e. Ranma 1/2 Hard Battle), they were also titles for properties generally marketed to guys, as also around this time video game marketing was increasingly getting more gendered, something that would continue throughout the 90s and into the 2000s and beyond. As a property targeted for girls, Sailor Moon didn’t fit in the gender essentialist marketing plans of the video game industry.

    The fact that, since it’s a RPG, it also has a ton of text to localize and translate (versus to the Sailor Moon beat-em-ups), certainly didn’t help.

    The next episode is going to be Uncanny X-Men. That’s right, we’re taking another look at the NES game. What are your experiences with this one? If they remade it today what characters would you want included that weren’t in the original?

    If you want to help support the show check out the Play Comics Patreon page or head over to the Support page if you want to go another route. You can also check out the Play Comics Merch Store.

    Play Comics is part of the Gonna Geek Network, which is a wonderful collection of geeky podcasts. Be sure to check out the other shows on Gonna Geek if you need more of a nerd fix.

    You can find Play Comics @playcomics.bsky.social on Bluesky, @playcomicspodcast on Threads, @playcomics on YouTube, or the Play Comics website.

    If you want to hear Chris talk with Karrington Martin about the lessons we learned from children’s media and how crazy it is that we’re supposed to just forget about that now that we’re adults, then Sugar, Spite, and Everything is Fine is probably something you should check out.

    A big thanks to Anime Field Guide and To the Batpoles! for the promos today.

    Intro/Outro Music by Backing Track, who saves every cat just in case it’s magical. Especially the one that’s a Red Lantern.

    #Angel #CassProffitt #Kodansha #SailerVenus #SailorJupiter #SailorMars #SailorMercury #SailorMiniMoon #SailorMoon #SailorNeptune #SailorPluto #SailorSaturn #SailorUranus #SuperNintendo
  8. Somebody had a supernintendo with chalmers painted on it in their window #supernintendo

  9. Playing the fanmade SNES game "New Super Mario World 2: Around The World" on my Analogue Super Nt. This ROMhack features 16 different worlds and 90+ unique levels filled with challenge and secrets.

    Games like this one help me keep my sanity in a crazy ass world! 😉

    Source: smwcentral.net/?p=section&a=de

    #SNES #SuperNintendo #Nintendo #Mario #MarioWorld #ROMhack #Analogue #SuperNt #FPGA #Emulation #Gaming #RetroGaming #90s #90er #SuperMario

  10. Anything after #SuperNintendo is "modern console gaming." Anything after #GameBoys stopped being called Game Boys, is "modern handheld gaming."

    #ConsoleGaming #ModernGaming #GameBoy #SNES #GB

  11. 1991 Irem: Analog-Era Icon

    Witness the terrifying might of the Bydo Empire's monstrous creations in this classic 1991 Super R-Type ad! Your R-9 fighter is Super-Charged for 16-bit action, blasting through eyeball-grabbing graphics and phenomenal sound on your Super Nintendo. Prepare for an epic, galaxy-spanning battle against pure arcade terror! 🚀👽

    #irem #superrtype #rtype #bydoempire #1991 #90sgaming #supernintendo #snes #shmup #shootemup #retroarcade #classicgaming #retrogaming #nintendogame

  12. The Wheel That Went to Court by @flwwhtrbt

    Pixar just turned forty. Which, depending on how you measure time, is either a blink in studio years or an eternity in computer graphics. When they began, digital animation was still experimental: glossy, impressive, kinda futuristic. By the time Toy Story arrived in 1995, it felt like the future had landed fully formed, and we all know that Toy Story changed...

    #Retrospectives #DeveloperStory #RetroGaming #SuperNintendo

    gardinerbryant.com/the-wheel-t

  13. Volume #038 of the Newsletter is out❗️

    📕 #HidekiKamiya is getting a new #ArtBook!
    📘 The new #SuperNintendo book is out!
    📗 5 brand new #Pokemon projects to peruse
    📙 More #DragonQuest books hit Japanese shelves
    📓 Bzzz....bzzz....books about #MisterMosquito!?

    ...and much more! 📚

    thevideogamelibrary.substack.c

  14. The FXPAK PRO lets me play any SNES game ever made and, with its latest firmware version, also works as a Super Game Boy 2 to play Game Boy games on the big screen. I transferred the electronics from the blue shell to a transparent case.

    Legendary! 😜

    #RetroGaming #FXPAK #SNES #SuperNintendo #Nintendo #90s #ConsoleGaming #FlashCart

  15. Turns out that broken copy of “Uncharted Waters: New Horizons” I bought from the local retro shop a couple weeks ago just had a damaged trace on the PCB (how does that even happen?), and they were able to repair it. So I went back to pick it up and totally not buy any more new old crap. I mean what could they possibly have there today that they didn’t have two weeks ago anyway? Yup, just there for the repaired cart and absolutely nothing else.

    :nkoFacepalm: Tetodamned idiot…

    SG ProgramPad 6 (Genesis): A controller with extra buttons which can be programmed to perform specific input sequences. I remember seeing ads for this and the SNES version in game magazines as a kid, and thinking it would be so cool to have one to help with Street Fighter and Mortal Kombat. Eventually I just learned to “get good” (for certain values of “good”), but it’s just kind of neat to finally own one of these. Even if I don’t currently have any fighting games for Genesis to get proper use out of it.

    Killer Instinct (Game Boy): Awesome fighting game, slightly downgraded for the GB. Why yes, I did just get the Super Nintendo version a couple weeks ago. What’s your point?

    NHL 96 (Genesis): Canadian gonna Canadian. Curiously, the shop always has stacks of Super Nintendo hockey games just sitting there collecting dust, but never any for Genesis. :nkoThink:

    Super Donkey Kong (Super Famicom): A.K.A. Donkey Kong Country. Absolute favourite from my childhood. Many people will tell you the sequel is not only the best in the series, but among the best games on the entire console. I don’t disagree, but I personally love the first one more.

    Super Tennis (SNES): Pretty basic tennis game, released not long after the console launched. It’s all right. Nothing special, but it was cheap, so whatever.

    #RetroGaming #RetroGames #Nintendo #SNES #SuperNintendo #SuperFamicom #Sega #Genesis #MegaDrive #GameBoy

  16. I got my 2025 year-in-review from Retro Achievements in my emails today. I only discovered the platform half-way through the year and I have also been busy so I haven't played nearly as many as I'd like... but still.

    Beating Super Metroid for the first time in hardcore mode (no save states or emulator help) is definitely an accomplishment I'm proud of! :Metroid:

    More to come!

    #RetroGames #retroachievemets #Nintendo #supernintendo #metroid #supermetroid #achievement #gaming #emulation #90s

  17. I got my 2025 year-in-review from Retro Achievements in my emails today. I only discovered the platform half-way through the year and I have also been busy so I haven't played nearly as many as I'd like... but still.

    Beating Super Metroid for the first time in hardcore mode (no save states or emulator help) is definitely an accomplishment I'm proud of! :Metroid:

    More to come!

    #RetroGames #retroachievemets #Nintendo #supernintendo #metroid #supermetroid #achievement #gaming #emulation #90s

  18. I got my 2025 year-in-review from Retro Achievements in my emails today. I only discovered the platform half-way through the year and I have also been busy so I haven't played nearly as many as I'd like... but still.

    Beating Super Metroid for the first time in hardcore mode (no save states or emulator help) is definitely an accomplishment I'm proud of! :Metroid:

    More to come!

    #RetroGames #retroachievemets #Nintendo #supernintendo #metroid #supermetroid #achievement #gaming #emulation #90s

  19. I got my 2025 year-in-review from Retro Achievements in my emails today. I only discovered the platform half-way through the year and I have also been busy so I haven't played nearly as many as I'd like... but still.

    Beating Super Metroid for the first time in hardcore mode (no save states or emulator help) is definitely an accomplishment I'm proud of! :Metroid:

    More to come!

    #RetroGames #retroachievemets #Nintendo #supernintendo #metroid #supermetroid #achievement #gaming #emulation #90s

  20. More games why not. I never got Uncharted Waters working, so I brought it back to the shop and exchanged it for even more stuff. And also four homebrew games I ordered a while ago finally arrived. Hooray!

    Frontier Force (Master System): Neat looking shooter by fedi’s very own @helpcomputer0. Shooters were never my thing growing up, but lately I’ve been curious about them. Want to see what I missed I guess.

    Bara Burū (Master System): Appears to be a single-screen action game in the vein of Bubble Bobble and the like. Looked interesting.

    The Sword of Stone (Game Gear): I… don’t remember ordering this to be honest. Some sort of adventure RPG I guess? Probably thought I needed more portable RPGs in my collection. Like… any portable RPGs.

    Heroes Against Demons (Game Gear): Bejeweled, but as a fantasy RPG.

    Top Gear 2 (Super Nintendo): A racing game which seems to be well regarded. Or was it the first one everyone liked? Well this was the one the shop had.

    Valis II and Valis IV (PC-Engine CD): Action platformers staring anime girls in bikini armour. I don’t often hear people talk about this series, but when they do, they speak highly of it. I can tell you already from testing them that the soundtracks are pretty sweet.

    #RetroGaming #RetroGames #HomebrewGames #MasterSystem #GameGear #SuperNintendo #SNES #PCEngine #Turbografx16 #TG16