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What is the highest-grossing leisure franchise of all time? You could be tempted to think about Star Wars, or maybe the Marvel Cinematic Universe. Maybe even Harry Potter? But no: it’s Pokémon – the others don’t come shut. The Japanese “pocket monsters”, which star in video video games, TV sequence and tradable enjoying playing cards, have made an estimated $115bn since 1996. Is this an indication of the lamentable infantilisation of postmodern society?
Not a little bit of it, argues Keza MacDonald, the Guardian’s video video games editor, in her winsomely enthusiastic biography of Nintendo, the corporate that had turn out to be an eponym for digital leisure lengthy earlier than anybody had heard the phrases “PlayStation” or “Xbox”. Yes, Pokémon is usually a kids’s pursuit, however a complicated one: “Like Harry Potter, the Famous Five and Narnia,” she observes, “it offers a powerful fantasy of self-determination, set in a world almost totally free of adult supervision.” And in its difficult scoring system, “it got millions of kids voluntarily doing a kind of algebra”.
Meanwhile, a number of adults participated within the 2016 summer time craze for Pokémon Go, the cellphone app that led individuals to stroll round on the lookout for imaginary monsters in actual locations. Pure escapism, maybe, for individuals depressed by the deaths of David Bowie and Prince, to not point out the Brexit referendum. But at the very least it received individuals out of the home. When getting individuals to remain of their home grew to become the regulation 4 years later, it was Nintendo’s Animal Crossing: New Horizons, a pleasant fantasy of village life, that enabled them to socialize remotely, promoting 45m copies in 2020.
Before all that, in fact, there was Mario, the bouncy Italian star of the arcade recreation Donkey Kong (1981) and numerous video games since. Dressed in what MacDonald unimprovably calls his “unorthodox plumbing uniform”, Mario is central to what could be the most aesthetically constant long-running leisure sequence ever. (The sensible 2023 entry, Super Mario Bros. Wonder, is a online game that can be a slapstick musical.) His creator, the enigmatic genius Shigeru Miyamoto (now 73 years previous), insists that he simply thinks of his work because the modest software of widespread sense, however his colleagues know higher, talking reverently of “Miyamoto magic”.
Miyamoto additionally designed the hit sequence The Legend of Zelda, impressed by his boyhood love of exploring the countryside, some instalments of which rank among the many biggest video video games ever created. In a type of curious reversals of affiliation between artwork and actual life, I discover to this present day that each time I hear the cawing of a crow, I consider Hyrule Field, an unprecedentedly huge and life like open area within the 1998 Zelda recreation Ocarina of Time. MacDonald interviews the lead programmer of that masterpiece, who says adorably of his duty for Epona, the hero’s trusty steed: “I worked hard to make her a good horse.”
MacDonald’s conversations with all the gifted (and infrequently eccentric) inventive individuals who really make the video games are stuffed with such healthful insights, as are her personal excellent analyses of favorite video games, and of the common vibe of Nintendo: its “toymaker philosophy” is an antidote, she argues, to the more and more baleful function that know-how performs in all our lives. “In an era where our utopian conception of new technologies has soured,” she writes, “where social media algorithms and a mass of online ‘content’ vie to ensnare our attention for profit … a game like Zelda shows us that technology can instead be enriching: it can create a true alternative world behind the screen.”
Nintendo, certainly, has seldom been on the bleeding fringe of tech for its personal sake. Gunpei Yokoi, the inventor of the hand held Game Boy, described his personal design philosophy as “lateral thinking with withered technology”. The firm says it has no plans to make use of generative AI in its video games: they might fairly focus, Miyamoto says, on “what makes Nintendo special”. And that’s its core enterprise of straightforward pleasure. As Takashi Tezuka, a producer on Super Mario Bros. Wonder, says to MacDonald: “It’s an action game where you get enjoyment out of discovering how to become better.” In a world over which we’ve no management, the pleasure of mastery is a uncommon present.
This web page was created programmatically, to learn the article in its authentic location you possibly can go to the hyperlink bellow:
https://www.theguardian.com/books/2026/feb/12/super-nintendo-by-keza-macdonald-review-a-joyful-celebration-of-the-gaming-giant
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