Notes About "Super Nintendo" by Keza MacDonald

A few months ago I wrote an article on De Programmatica Ipsum about Keza MacDonald’s awesome book “Super Nintendo: The Game-Changing Company That Unlocked the Power of Play”, and as I was reading the book I took some notes; here they go, in their entirety, and without any editing, and with the page numbers appended at the end of each for reference.

  • Hard to make a “Corporation” entry about Nintendo, being a secretive company. And not catering particularly to developers per se.
  • Overall theme: Nintendo is about connecting people
  • Book structured around games and franchises
  • All games are quite surreal. When you play them, we inhabit two worlds at once (page 46)
  • Miyamoto: characters devised by programmer not an artist (page 42)
  • Universal suing Nintendo over the name Donkey Kong (page 36)
  • Homo ludens (page 8)
  • Game impact in human society (pages 14 & 15)
  • Shintoism (page 46)
    • Also bottom page 64
  • Developers vs management (page 47 bottom)
  • Wii Sports best selling game ever, followed by Mario Kart 8 Deluxe for the 2017 Switch (page 51)
  • 30 years of Super Mario 64
  • “Older and younger developers together” (page 55 bottom)
  • The people making Mario nowadays grew up playing Mario as kids (page 61)
    • Also: Nintendo holds on to its staff for decades
  • “Video games are…” (page 67)
  • “Manzai Trio” (page 69)
  • Music by Koji Kondo
  • Dreams are a common theme in the Zelda series (page 74)
  • Another religious reference: Link’s horse in Ocarina of Time is Epona, goddess of horses in Celtic mythology
  • Company willing to take risks (page 87)
  • Zelda as analogy of the story of game dev in the past 40 years (page 94)
  • 4 R&D units (page 101)
  • Samus Aran first female video game character, inspired by Alien’s Ripley (page 103)
    • More on 112-113, comparison to other female characters
  • “Designers didn’t need to know about tech” (page 104)
  • Producer cried in relief when Super Metroid was ready (page 107)
  • Chaotic collab with Retro in the USA (pages 110 & 111)
  • “Tabloid scaremongering” about video games (122)
  • Pokémon Go phenomenon in 2016 (123)
  • Pokémon biggest franchise of all time (124)
  • Pokémon == Pocket Monsters
  • Horrid Time Magazine article about the creator of Pokémon (129)
  • Pokémon Go crowd disasters (136)
  • Kirby: literally unheard of in the western world, wildly popular in Japan (142)
  • Kirby was created by a Tokyo partner company, HAL. The CEO would become Nintendo CEO in 2002 (143)
    • Quote in page 144
    • Death in 2015
    • Kirby’s chapter is more about Iwata
    • HP-65
    • Appetite for business books (147)
    • Expanding game to everyone (152)
    • “Unless you shock people, you’ll never gain new customers” (155)
    • Iwata perspective of a coder (155) even as CEO
  • Wii Sports was to the Wii what Tetris was to the Game Boy (169)
  • Not every game has to be like an encyclopedia. Some are more like magazine or comics (Iwata, 171)
  • Technology as a whole fells much less playful now than it did then (174)
  • Animal Crossing and COVID (181)
  • We are all, along with the developers, cocreators of a game (188) -> Borges?
  • The spirit of communication of Animal Crossing rubbed off on the developers (193)
  • Animal Crossing team is almost half women
  • Change in public perspective on video games after the pandemic (198-199)
  • Developers should always envision who will eventually play what they’re making, the place that the game might occupy in people’s actual lives. (199)
  • Nintendo is first and foremost a toy maker (207)
  • Designing software and hardware simultaneously (208)
  • Business model compared to PlayStation (212)
  • Wii U flop (215)
  • Nobody sets out to make a game that isn’t fun (221)
  • Core principles of every Nintendo game (223)
  • Super Smash Bros in the height of 1990s moral panic over violence on video games (226)
  • Sakurai’s tendinitis working on Smash Ultimate (233)
  • Roger Caillois in 1958: paidia vs ludus (235)
  • Video games in museums and covers of magazines: “defining cultural medium of the modern world” (242)
    • Games are operas made out of bridges (242)
  • Nintendo more agile than other companies (250)
    • Nintendo pairs older and younger developers since always (250)
  • Nintendo behaves in the opposite of “move fast and break things” (252,253)
  • A company that expends more on protecting than on coming up with new ideas is doomed to failure (261)