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Nintendo is secretive.
Typically, this reality — a perpetual frustration amongst gaming journalists and historians — surprises the informal video-game participant. Perhaps, as I as soon as did, you think about that the most recent Mario and Zelda video games are being concocted in a Wonka-esque manufacturing unit tucked cozily between Kyoto alleyways. That overseas vacationers can take a guided tour of the video-game manufacturing unit, one which, not not like an American microbrewery, ends with a tasting menu of gaming delights.
In actuality, Nintendo’s Japanese HQ is a bland workplace constructing that nonemployees not often enter and few particulars discover their approach out. Keza MacDonald is likely one of the tiny variety of English-speaking journalists to step inside. She reviews seeing little to no indicators of magic — simply glass, white partitions, and the occasional sprint of mental property, like Mario’s mushroom power-up, to reassure friends that, sure, they’re in the fitting place.
MacDonald is the creator of Super Nintendo: The Game-Changing Company That Unlocked the Power of Play and the senior video games editor at The Guardian, making her (as greatest I can inform) the solely editor at a serious newspaper overlaying the medium as their sole beat. Wielding that standing and twenty years of expertise, she’s the uncommon reporter to have spoken with many leaders of Nintendo’s design staff, usually a number of occasions.
Yes, she’s chatted with legendary recreation designer Shigeru Miyamoto, but additionally producers, administrators, artists, and company leaders. Her topics have made each important artistic determination, from the plan to smash collectively the corporate’s handheld and console companies to the impressed epiphany that each Nintendo character can and may struggle each other in a battle to the loss of life — generations earlier than Fortnite.
Readers of Super Nintendo will get pleasure from these deep dives with unfamiliar artists and execs, nevertheless it’s Miyamoto and his creations that function the entry level into the corporate. In an early chapter of the e book, excerpted right here, MacDonald offers you a tour of the thoughts that imagined Mario, Zelda, Pikmin, and many extra.
If Nintendo retains a padlock on its secrets and techniques, then Miyamoto’s thoughts is a financial institution vault. Fans have lengthy rumored that Nintendo requests Miyamoto not share particulars of his life for worry that they may function a form of artistic gasoline, that rivals mustn’t have entry. I can’t converse to that conspiracy concept, however I can share this anecdote. In my first roundtable interview, I requested the trade icon how his out of doors adventures as a toddler influenced his design philosophy as an grownup. The room fell silent, together with the translator, who I observed wasn’t, properly, translating. From throughout the desk, a publicist, carrying a smile that lower throughout his face, murmured, “We don’t ask Miyamoto-san about his life.” So I requested which Koopaling was Bowser’s favourite.
MacDonald has executed one thing no English-speaking reporter has earlier than her: informed the story of Nintendo, intimately, from starting to finish. She has gotten contained in the thoughts of Miyamoto, the doorways of Nintendo’s headquarters, and the intangible miasma that has made Nintendo and video video games what they’re immediately.
If you’d like to listen to extra, listen to my interview with Keza MacDonald on Post Games. We chat about Nintendo’s turbulent early days and the younger abilities who’ve already stuffed the footwear of Miyamoto.
I first met Shigeru Miyamoto in 2012, proper earlier than the discharge of the Wii U console. He was in Paris to obtain the Prince of Asturias Award, additionally given to individuals like Václav Havel, Umberto Eco, and Annie Leibovitz. I had a chilly from hell and was uncharacteristically nervous about talking with him. Here was an individual whose work had helped outline not simply Nintendo however all the idea of video video games: how they work, what they do, how they should make us really feel. He has had a hand in each Nintendo console ever launched (he even designed the casing for the later fashions of the Color TV-Game) and all of its main video games. Few individuals on the earth have had such an impression on tradition, and but Miyamoto is a somewhat unassuming character, straightforward to speak to, and interesting to take heed to. He dislikes the highlight; regardless of showing usually over time on convention levels or in Nintendo broadcasts to announce new video games, he isn’t somebody who enjoys placing his face to his work. Unlike Metal Gear Solid’s Hideo Kojima, he’s no self-styled auteur, however his affect is huge — you’ll not discover a recreation developer working wherever on the earth immediately who’s untouched by it.
According to Iwata, who was considered one of his closest buddies and collaborators, Miyamoto is nearly uniquely capable of perceive each the technical and creative sides of video games improvement, whether or not he’s trying on the design of a console or the video games that we’re going to play on that 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 by no means formally studied computer systems, programming, {hardware}, or electronics, however working facet by facet at Nintendo with individuals who concentrate on these items, he has acquired a deep understanding of what computer systems are good at and what they’re not good at, what’s potential and what’s not — and, as Mario co-designer Takashi Tezuka informed me, if he’s informed one thing isn’t technically potential, he’ll reply with, “What would make it possible?” Since the earliest days of his profession he has been pushing Nintendo’s programmers to do issues that haven’t been executed earlier than.
His capability to know the ideas of programming and work with them, somewhat than seeing his design or creative imaginative and prescient as one thing that’s in opposition to the restrictions of expertise, is vital to that sense of wholeness that the most effective Nintendo video games have, the sensation that each component of the sport is feeding into the identical purpose: making the participant really feel good. “This kind of game designer is something of a rarity,” Iwata mentioned. “When our games take this kind of an approach, regardless of whether Miyamoto is involved, they achieve an extremely high production quality, and if you zoom in on the individual details, you’ll find the finished product to be stunning.”
The second time I meet Miyamoto, it’s a few days after his seventy-first birthday, in November 2023. We are in a gathering room in Nintendo’s fashionable headquarters, a mid-rise white constructing simply south of Kyoto central station that few journalists have ever been within. He takes some time to heat as much as our dialog, however when he does, it’s as a result of we’re entering into probably the most minute particulars of {hardware} and software program design. He lights up speaking in regards to the placement of the buttons on the GameDice controller. People who’ve labored with him are filled with tales about occasions when he merely couldn’t let go of one thing till it was excellent. There have been occasions, he admits, when he’s made tiny modifications even after designs have been despatched out to factories.
He cares enormously about whether or not the participant is having enjoyable, and judges the success of every thing by this metric. It doesn’t matter if what’s on the display is his thought or another person’s. If it isn’t enjoyable, it goes. In the Nineteen Eighties, Nineteen Nineties, and 2000s, Miyamoto was often identified to look abruptly on the desk of a random Nintendo worker from a special staff, hand them a controller, and with out additional rationalization bid them to play one thing he was engaged on. He would watch carefully over their shoulder, silent, seeing the place they received confused, which instructions they missed, the place they smiled in satisfaction after a tough part of a degree. It was a way more hands-on method to
playtesting than handing off a construct of a recreation to a high quality assurance staff and ready for a report.
“Miyamoto makes his games by taking leaps of faith: if we do this, here’s what we can expect,” Iwata wrote of his pal and colleague. “In that sense, he has a much higher batting average than most, but he is not omnipotent, and makes his fair share of mistakes … [He believes] that if a customer fails to understand what to do, he has failed. What sets Miyamoto apart is that despite being extremely stubborn when it comes to his designs, he’ll watch a person play a game for the first time with extreme equanimity. He’ll see how they react, and if he decides they’re missing the point, he’ll go back to the drawing board and try a fresh approach.” Iwata referred to as this course of “upending the tea table” or “knocking down the house of cards” — and Miyamoto’s colleagues realize it may come for them at any time. But somewhat than scrap concepts, Miyamoto has a expertise for determining the way to make them higher, and what will be salvaged — one other factor that Iwata at all times admired. “Those inclined to knock down the house of cards are often overeager to scrap everything, but Miyamoto firmly believes that it would be a waste of time to throw it all away.”
When I’ve talked to Nintendo builders over the previous couple of a long time, they’ve painted Miyamoto as a sort of artistic North Star for the corporate — and generally an intimidating presence. He isn’t shy about passing harsh judgment on recreation prototypes. Zelda programmer Shiro Mouri remembers a gathering within the early improvement of 2013’s A Link Between Worlds the place the staff offered their work to Miyamoto: “As soon as we started the presentation, I could clearly see Miyamoto-san’s facial expression rapidly darkening. I thought, This is bad … And then at the end he said, ‘This sounds like an idea that’s twenty years old,’ [and] that was the final blow. We were down on the floor.”
Miyamoto stayed deeply concerned within the day-to-day enterprise of recreation design for many years, till 2015, when he took the title of “creative fellow” — however even after that he would nonetheless go judgment on initiatives in improvement. “Sometimes he doesn’t even hint at a smile. But even when he’s not showing his emotion in his face, I can see he is concentrating,” mentioned longtime Nintendo artistic director Shinya Takahashi, once I spoke to him in 2018. “If he says something’s good, it’s rare, and you know it is. Recently he’s been saying things are good on several occasions, I should say. He’s actually a shy person — even when he thinks something is well done, he would not often say that to someone directly.” (“I have never once been praised by Mr. Miyamoto,” mirrored his colleague Hisashi Nogami ruefully at this level within the interview. “Behind your back he says he’s very pleased,” Takahashi reassured him.)
Miyamoto likes the phrase “as clear as day”: That is what he’s trying to find when he evaluates video games, his personal or others’. But he additionally believes that gamers will be trusted to work issues out, to search out the enjoyable. “Miyamoto and I feel the same about this,” the Zelda sequence’ longtime producer Eiji Aonuma as soon as informed me. “If players reach their goal easily, it’s not really a very exciting game. A game should be something where users try to solve the puzzles and try to overcome something and get a feeling of achievement from the experience. But if it’s too difficult, if we don’t actually give enough hints, then at some point they’re not going to be interested in playing the game anymore. That balance is always important, between difficulty and hand-holding. There was a certain period [at Nintendo] when people thought that games should make it easier to progress and go forward. But Miyamoto and I think that’s not the core part of the fun of a game. Sometimes just getting lost in a game can be really good as well.”
Personally, I feel one of many issues that makes Miyamoto a fantastic recreation designer is his monumental vary of pursuits. A curious individual, he has fallen into many hobbies over time. He performs guitar, he loves baseball, he swims, he gardens — and he attracts upon these items for his video games. Nintendogs, the hit Nintendo DS recreation that gave gamers a digital pup to deal with like a fluffy Tamagotchi, was based mostly on caring for his personal canine. Pikmin, the large sequence of technique video games a few miniature spaceman commanding a military of tiny plant individuals round gardens, was impressed by his gardening fascination. His childhood play experiences in rural Sonobe made their approach into Zelda.
These days, having handed over the work of recreation design to youthful individuals at Nintendo and brought cost of the corporate’s artistic collaborations, he’s pursuing a fantastic venture of self-education on films, studying scripts and learning the enterprise to assist Nintendo get probably the most out of its movie partnerships. He was personally concerned within the design of the Mario theme parks at Universal Studios in Osaka, LA and Florida — and, as ever, he’s obsessive about the main points.
“With game design, having that big idea, that grand design, is very important — but so is the polish,” Miyamoto informed me in 2023. “As a designer, because I want to make something high quality, I take pride in the details. First off, having that major design direction and understanding and being sure that it’s a new concept, a good concept, is something that I want to feel. Once I’m settled on that, I like to fixate on the details. I like both aspects, and that is very compatible with developing games: the novel big picture and also the minute details, making sure everything’s as good as it can be.”
For Miyamoto, that good thought usually comes from a personality, simply because it did for Donkey Kong. He had been doodling Mario for years earlier than any of the remainder of us heard about him; the identical is true for the juvenile hero of the Zelda sequence, Link, and for the diminutive backyard creatures that we all know as Pikmin. All Mario’s video games are constructed round his distinctive capability: He was the primary online game character ever to leap.
“[The games] result from a continuous investigation of [characters’] traits, until finally they become extravagant, or can hold their own for all their simplicity,” noticed Iwata. “We call this Miyamoto Magic. But if you asked Miyamoto, he’d say he’s merely using common sense and working through things carefully.”
From SUPER NINTENDO: The Game-Changing Company That Unlocked the Power of Play, by Keza MacDonald, revealed by Alfred A. Knopf, an imprint of The Knopf Doubleday Publishing Group, a division of Penguin Random House, LLC on February 3, 2026. Copyright © 2026 by Keza MacDonald.
Yes
Photo: Penguin Random House
Nintendo’s fourth president, the late Satoru Iwata, is credited with revitalizing the corporate he took over in 2002, overseeing the launch of the Nintendo DS and Wii consoles.
Pitched by a younger Miyamoto as a solution to repurpose arcade cupboards from an underselling Space Invaders knockoff, Donkey Kong was “the first video game whose form was determined by its characters, not the other way around.”
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