A 2000 article about choosing to design a game for Game Boy instead of Nintendo 64 made me think about games on limited hardware generally.
In order for a video game to produce positive benefits in players — be it intellectually, emotionally, or socially, it must first be engrossing.
Applying Nintendo’s idea of “lateral thinking with withered technology” to extending console life-cycles.
The aesthetic wonder of Pokémon Red, Blue, and Yellow.
Questioning the decision to bring back a few dangerous mini games from the original Mario Party.
Stadia’s demise provides a lesson about the value of owning your media.
Good video game stories and mechanics stand strong as technology marches on.
Harvest Moon: A Wonderful Life, is a wonderful game. A 2004 review suggests an ideal for game design.
What kinds of video game graphics stand the test of time?
Examining a Game Boy renaissance with reference to a 2000 Ken Sugimori interview.
An essay on the interesting subject of Steam’s DRM-free games.
I hope Nintendo does not switch from its cartridge-first distribution strategy for new games.
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