Within the introduction to Tremendous Nintendo: How One Japanese Firm Helped the World Have Enjoyable, Keza MacDonald makes a easy promise: over the course of the following 12 chapters, you will learn one thing you did not already know.
It is the form of gauntlet-laying that might have any self-respecting Nintendo fan click on their knuckles and shut their Bulbapedia tab in a ‘problem accepted’ form of approach. And but, 250 pages later, I can actually say that it rang true.
‘Tremendous Nintendo’, to convey it down from its correct title, is the story of the corporate that everyone knows and love; it is also the story of us, people, and the way we play. The Guardian’s Video Video games Editor and former Editor-in-Chief at Kotaku UK compiles interviews with nearly each Nintendo artistic you’ll be able to consider (and those you’ll be able to’t) to clarify how a number of the trade’s most iconic collection got here to be, whereas additionally reflecting on why these collection are necessary in wider tradition.
It is complete however by no means too dense, informative however approachable, and full of an unwavering ardour for Nintendo that I would wager even the corporate’s largest detractors would discover infectious. Briefly, if you wish to study Nintendo, that is the e-book to do it.

Strictly talking, this is not a chronological walkthrough from A to B. It begins with the toy manufacturing of the Sixties and ’70s and ends with the event of Splatoon, however every game-focused chapter in between serves as a jumping-off level to clarify one thing bigger in regards to the firm as an entire.
A chapter on Donkey Kong delves into the early design processes of a little-known artist referred to as Shigeru Miyamoto. A Metroid part additionally serves to dissect gender illustration in each Nintendo video games and the broader trade. Animal Crossing acts as a first-rate case examine demonstrating Nintendo’s behavior of sticking with an concept till its viewers finds it.
Be it the story of smash-hit successes like Wii Sports activities, or the corporate’s extra off-the-wall moments like LABO (no, LABO wasn’t only a fever dream), the e-book presents the Home of Mario not as an organization that is out of contact with rivals, however one which’s at all times seeking to what’s subsequent — even when ‘subsequent’ is a cardboard piano.
The Nintendo fanboy in me at all times likes viewing the corporate in relation to the bigger trade, and MacDonald does a pleasant job of balancing the micro particulars of sport growth with the larger image. There are many locations you can search for deep dives into particular titles and their growth, however Tremendous Nintendo actually shines in showcasing the private touches.

Take the chapter on Kirby, which is used as a approach into discussing the much-missed Satoru Iwata. It is a poignant and heartfelt tribute shining the sunshine as a lot on Iwata the person as Iwata the designer — the company president, pc programmer, and gamer, to paraphrase his iconic introductory quote. By compiling phrases from Miyamoto, Itoi and others near him (primarily from Hobonichi’s great e-book, Ask Iwata), MacDonald balances Iwata’s industrial and private impacts. It is becoming that the chapter ends on Miyamoto’s recollections of their late-night meals and shared sweets relatively than spectacular gross sales figures for Wii and DS.
The e-book is constructed on one of the vital complete collections of interviews that I’ve seen in a very long time, many from MacDonald herself. The veteran journalist throws out tidbits from her chats with Miyamoto, Aonuma, Tezuka, and others, pulling from different works when she did not have an opportunity to take a seat down with the artistic in query. Tremendous Nintendo threads every perspective collectively right into a cohesive complete, and it feels such as you’re getting a peek behind the wizard’s curtain, catching a glimpse of all of the outdated builders turning wheels and flipping switches whereas the tip consequence appears like magic from the skin.
There are many little inner-working nuggets peppered all through the e-book, and I do not wish to spoil them right here, however it’s thrilling to listen to a number of the firm’s longest-serving designers speak anecdotally about their perceptions of choose merchandise lengthy earlier than they launched. Shinya Takahashi has an inventory of manufacturing credit so long as your arm, so studying about his pre-launch worries in regards to the Change, about how he wasn’t totally on board with the enchantment of the design till the primary time he moved a prototype from docked to handheld, is fascinating.

Effectively-worn tales of Miyamoto’s Zelda inspiration stemming from his time exploring forests as a baby are combined with lesser-known particulars, like Koizumi confessing he designed Mario Sunshine’s splashy concentrate on the again of his recollections of summer time holidays spent by the water. You will discover a number of these anecdotes elsewhere, however I extremely doubt that you have learn all of them.
By threading them into the story of the corporate, Tremendous Nintendo proves to be a really satisfying abstract of an organization that’s ever-changing and ever-growing. If this e-book places one factor above all others throughout, it is that Nintendo’s sense of enjoyable, and our sense of play, will endlessly be its most interesting characteristic.
Due to Faber for sending a sophisticated copy. Tremendous Nintendo: How One Japanese Firm Helped the World Have Enjoyable launches in North America on third February 2026 and within the UK on twelfth February 2026. It’s accessible now to pre-order.






