Developers across the gaming industry are looking to 1993’s Doom for timeless inspiration. A recent interview in Edge magazine has highlighted how modern game designers are revisiting the seminal first-person shooter to unearth fresh ideas and insights that continue to shape the industry. The classic game, first released by id Software in 1993, revolutionised gameplay with its fast-paced action, innovative design, and atmospheric soundscape.
According to the report, every time developers delve into the original Doom, they discover new details that influence contemporary design.
“It’s like a classic piece of art,” game director Hugo Martin says in the latest issue of Edge Magazine. “It’s like a painter going to a museum and studying the Norman Rockwell painting he’s already studied 50 times. Every time you look at it, you learn something new.”
The game’s minimalist yet effective level layouts, combined with its pioneering approach to player engagement, remain a vital reference point for both veteran developers and newcomers alike. This ongoing fascination underscores the fact that even in an era dominated by high-definition graphics and intricate narratives, the fundamental principles of engaging gameplay remain timeless.
Industry experts note that Doom’s success lies not only in its technical achievements but also in its creative vision. The game’s resourceful use of limited technology to craft a compelling, immersive experience offers a masterclass in innovation and design efficiency. Many developers have reflected on how revisiting the game allows them to reconnect with the basics of game design, inspiring them to focus on simplicity and clarity rather than overcomplicating modern titles.
As the gaming landscape continues to evolve, the enduring appeal of Doom serves as a powerful reminder that creativity often flourishes under constraints. With its lasting impact on digital entertainment, the classic remains an essential touchstone for those seeking to blend time-honoured design principles with modern advancements.
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When legendary Nintendo designer Shigeru Miyamoto asked former PlayStation boss Shuhei Yoshida for his thoughts on Star Fox Zero for the Wii U, he probably wasn’t expecting an awkward moment. But as Yoshida recalled in a recent discussion, he found himself in the classic dilemma of whether to give an honest opinion or a polite one.
Star Fox Zero launched in 2016 with a mixed reception. It attempted to bring back the classic Star Fox gameplay with a motion control twist, using the Wii U GamePad’s gyroscopic aiming. While Miyamoto saw this as an innovation, many players found the controls cumbersome, leading to frustration rather than immersion. The game holds a Metacritic score of 69, reflecting its divisive nature.
Yoshida, who had a professional admiration for Miyamoto, faced a moment of hesitation when asked about the game. “Should I say my honest reaction?” he recalled thinking. While he didn’t reveal exactly what he said, the implication was clear: even among industry veterans, Star Fox Zero had issues that were hard to ignore.
At E3 2015, PlayStation's Shuhei Yoshida was invited by Nintendo to play Star Fox Zero with Shigeru Miyamoto. He didn't have the heart to tell him his real opinions on the game…
This interaction highlights a key issue in game design—innovation versus accessibility. Nintendo often priorities creative control schemes, but Star Fox Zero showed that not every experiment works out. The game’s failure to gain traction contributed to the Wii U’s struggles, and it remains one of the more polarizing entries in the Star Fox series.
Would a Switch or Switch 2 re-release with traditional controls redeem Star Fox Zero? Fans remain divided. One thing’s for sure—when Miyamoto asks for feedback, you better have a diplomatic answer ready.
In a recent interview with Edge, Takaya Imamura, the designer behind Star Fox, revealed that the game’s iconic characters were inspired by key Nintendo staff members. Fox McCloud, the protagonist, embodies the “essence” of Shigeru Miyamoto. Imamura explained, “Fox is based on Miyamoto-san… I think, if you look closely, you can see the similarities.”
Other characters also have real-life counterparts:
• Peppy Hare: Modeled after the game’s director, Katsuya Eguchi.
• Falco Lombardi: Inspired by graphics team member Tsuyoshi Watanabe, noted for his prominent “Roman nose.”
• Slippy Toad: Based on assistant director Yoichi Yamada, who had an affinity for frogs.
Imamura noted that these designs captured the “essence” of his colleagues rather than being direct caricatures. Interestingly, during development, the team members didn’t have strong reactions to their in-game representations, possibly due to the intense focus on the project.
This behind-the-scenes insight adds a personal touch to the Star Fox series, highlighting the creative inspirations that shaped its beloved characters.
Kirby, the iconic pink puffball created by Nintendo, has captured the hearts of gamers worldwide since his debut in 1992. A curious aspect of Kirby’s marketing has been the variation in his portrayal on game box art between Japan and Western markets. In Japan, Kirby is often depicted with a friendly, cheerful smile, embodying his playful and innocent nature. However, Western box art frequently shows Kirby with a more aggressive or determined look, aiming to appeal to a different audience demographic.
Determined Kirby
This strategic shift in visual representation was notably articulated by Leslie Swan, who served as the localization director at Nintendo of America. Swan noted that the intent was to transform Kirby into “a fierce, tenacious little pink puffball” for Western markets, particularly targeting tween and teen males. This approach was first evident in the 2002 game “Kirby: Nightmare in Dream Land,” where the U.S. box art showcased Kirby with a more intense, battle-ready expression compared to his more serene Japanese counterpart.
Happy Japanese Kirby
The divergence in box art style began to take shape as part of Nintendo’s broader marketing strategy to adapt characters for cultural differences. In the West, video game heroes were often portrayed with a more combative, heroic stance to align with the then-prevailing market trends which favored action-oriented characters.
However, as time progressed, the global gaming community’s tastes began to converge. The rise in popularity of Japanese pop culture, including anime and manga, also influenced perceptions of character design. This cultural shift facilitated a move towards more consistent branding across regions. By the late 2000s and into the 2010s, Nintendo started to adopt a more unified global image for Kirby, minimizing the stark differences seen in earlier years.
For example, in games like “Kirby’s Return to Dream Land” (2011) and “Kirby: Triple Deluxe” (2014), while some regional differences still existed, they were less pronounced. The artwork began to reflect a balance between Kirby’s inherent cuteness and his ability to take on adversaries, appealing universally to both children and adult fans.
Kirby’s return to Dreamland
This evolution in Kirby’s portrayal not only highlights changing market dynamics but also reflects a broader acceptance and appreciation of diverse cultural expressions in gaming. Today, Kirby’s global image continues to evolve, maintaining his core character traits while adapting to the nuances of an increasingly interconnected global audience.
When you talk about games that changed everything, Super Mario Bros. 3 sits right at the top of that list. Released in Japan in 1988, this masterpiece didn’t just improve on its predecessors – it completely revolutionized what we thought was possible in a platforming game.
The Development Journey
Early Beginnings Development kicked off in 1986, right after The Lost Levels hit the shelves in Japan. The team, led by the legendary duo of Shigeru Miyamoto and Takashi Tezuka, initially toyed with the idea of an isometric perspective. Thankfully, they stuck with the classic side-scrolling format we all know and love.
Hidden Secrets Here’s something fascinating – Miyamoto had originally sketched concept art of Mario riding another character, an idea that would later evolve into Yoshi in Super Mario World. That sketch hung on the wall throughout SMB3’s entire development, waiting five years before finally becoming reality.
Revolutionary Design Elements
The Stage Play Aesthetic Nintendo took an incredibly creative approach to the game’s visual presentation. The whole game was designed to look like a stage play, complete with rising curtains and levels that appeared to be bolted onto the backdrop. This wasn’t just a visual gimmick – it added a unique theatrical charm to the entire experience.
World Map Innovation The introduction of the overworld map was a game-changer. Instead of linear progression, players could now choose their path through each world, adding a strategic layer to the gameplay. This board game-style navigation would become a staple of the series and influence countless other games.
Gameplay Mechanics
Power-Up Revolution The game introduced some of the most creative power-ups in gaming history. The Tanooki Suit let Mario turn into an invincible statue, while the Frog Suit gave him superior underwater mobility. Each power-up wasn’t just a simple boost – it fundamentally changed how you could approach levels.
Level Design Mastery The attention to detail in level design was unprecedented. World 1-1 alone showcases brilliant teaching mechanics, introducing concepts like the Jump Blocks in a valley with a Paragoomba, naturally encouraging players to discover new mechanics through gameplay.
Technical Achievements
Push for Innovation The development team pushed the NES hardware to its limits. The game featured smooth animations, detailed sprites, and complex-level designs that seemed impossible on the system. Even the enemy movements were more sophisticated, with new behaviours and patterns that made each encounter unique.
Cultural Impact
Marketing Revolution Nintendo’s marketing strategy for SMB3 was revolutionary. The game made a spectacular appearance in the film “The Wizard,” essentially turning the movie into a 90-minute commercial that generated unprecedented hype. This marketing move would influence game promotions for years to come.
Sales Success The numbers tell an incredible story. Super Mario Bros. 3 sold a staggering 17 million copies worldwide, making it the third-best-selling NES game. In the United States alone, it generated $595 million by early 1992 – more than blockbuster films like E.T., Batman, and Jurassic Park.
Legacy and Influence
Critical Acclaim The game received near-universal praise from critics. Computer and Video Games magazine gave it a 98% score, with editor Paul Rand calling it “the Mona Lisa of gaming”. This wasn’t just hyperbole – the game’s influence can still be seen in platformers today.
Speedrunning Community The game’s precise controls and hidden glitches have made it a favourite among speedrunners[7]. Events like Games Done Quick regularly feature Super Mario Bros. 3 runs, showcasing just how deep the game’s mechanics go.
Modern Relevance
Continued Influence Even modern Mario games owe a debt to Super Mario Bros. 3. The recent success of Super Mario Bros. Wonder, which became the fastest-selling title in the franchise, builds upon many of the foundations laid by SMB3.
Lasting Appeal The game has been rereleased multiple times, from Super Mario All-Stars to the Nintendo Switch Online service. Each new generation discovers what made this game special, proving that truly great game design is timeless.
Technical Innovation
Prototype Development Early versions of the game showed significant differences from the final release. Screenshots from development reveal different level layouts, altered enemy placements, and even changes to core items like the Super Leaf, which was originally green instead of brown.
The Human Element
Team Dedication The game’s success wasn’t just about technical achievements. It was about a team of passionate developers working tirelessly to create something special. From Koji Kondo’s memorable soundtrack to the countless hours spent perfecting each level, every aspect showed incredible attention to detail.
Super Mario Bros. 3 remains a masterclass in game design, proving that innovation, attention to detail, and pure gaming joy never go out of style. It’s not just a great game – it’s a piece of gaming history that continues to influence and inspire decades after its release.
If you are lucky enough to own this gem in physical form for the NES or SNES then we recommend protecting it with a RetroShell – the finest protection for your games.
Tokyo, December 26, 2024 – A recent survey conducted by Toys King, operators of “T-BASE JAPAN,” reveals that 70% of Generation Z (born between 1996 and 2012) are captivated by the revival of ‘retro culture’, with a significant focus on retro games. The survey, aimed at understanding the preferences and buying habits of this demographic, highlights the unique appeal and freshness of retro games as key factors driving this trend.
Key Findings from the Survey:
Interest in Retro Culture: About 60% of Generation Z expressed interest in retro culture, with 20.5% being “very interested” and 39.5% “somewhat interested.”
Popular Genres: The most popular genres within retro culture include miscellaneous goods (39.2%), food (38.4%), anime (37.4%), and games (36.9%), indicating a broad appreciation for nostalgic elements in daily life and entertainment.
The appeal of Retro Games: The allure of retro games lies in their “interesting” nature (46.9%), the unique enjoyment from a new perspective (38.8%), and habit-forming soundtracks (38.8%).
Buying Preferences: Approximately 60% of those interested in purchasing retro games prefer buying from physical stores, citing quality checks and the security of direct purchase as decisive factors.
Concerns with Online Purchases: Common anxieties include doubts about product authenticity, operational conditions of games, and the reliability of online transactions.
Why Retro Games?
Generation Z’s interest in retro gaming is driven by the desire to experience gameplay elements not found in modern video games, such as unique challenges, simple operations, and distinctive music and sound effects. This nostalgia combined with a fresh discovery aspect seems to be particularly engaging for young gamers.
Retail Experience:
For those looking to dive into the world of retro games, “T-BASE Shibuya PARCO Store” was recommended as a go-to destination. Located in Shibuya PARCO, it began handling retro games in August 2024, offering a range of vintage gaming experiences from the 80s and 90s.
Survey Details:
Conducted: October 17-18, 2024
Method: Online survey via PRIZMA
Participants: 1,004 Generation Z individuals
Source: Toys King (Yamato Co., Ltd.)
This trend underscores a broader cultural shift where the value of simplicity, challenge, and nostalgia in gaming is making a strong comeback, particularly resonating with a generation that values both novelty and history in their entertainment choices.
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