Nintendo Offers Up a Video Tour of the Nintendo Museum… Which Opens on October 2, 2024

It’s been three long years since Nintendo announced their desire to transform a shuttered manufacturing plant in Kyoto into a Nintendo Museum, but with a grand opening planned for this Fall, the consolemaker is finally ready to give fans a sneak peek at what’s inside.

The video tour, which has been embedded above, is hosted by Shigeru Miyamoto himself, and it actually starts on the second floor in the “Make Connections” exhibit. There, museum patrons will be able to browse Nintendo’s 135-year-history of games, toys, and playing cards. This massive display case overlooks the first floor, which will feature eight interactive play exhibits. Miyamoto shared three of those exhibits during the video.

“Ultra Machine SP” is based on an indoor pitching machine sold by Nintendo in the 60s and 70s and will let you take the plate in a replica of a typical Japanese home. “Zapper and Scope SP” gives players a Zapper or Super Scope and lets them loose on a 13-player light gun game that attempts to modernize one of Nintendo’s first moves into the video game space. And you’ll get exactly what you expect in the “Big Controller” exhibit, as two players will attempt to complete a Nintendo-themed game challenge together using an extra-large controller.

With this combination of museum gallery and interactive play-based exhibits, the Nintendo Museum seems to be very reminiscent of The Strong Museum of Play in Rochester, NY. But as with all things Nintendo, I’m sure a few surprises are still being kept under wraps.

The Nintendo Museum will open to the public on October 2, but to help control attendance, Nintendo is currently offering tickets through an online lottery. You can reserve your tickets, and learn more about the rest of the museum, at the Nintendo Museum’s official website.

MIT Press Will Add “Seeing Red: Nintendo’s Virtual Boy” to its Platform Studies Series on May 14

MIT Press‘s long-running Platform Studies series has used an academic lens to explore the technical aspects and cultural impact of a diverse array of video game consoles since it began in 2012. But after covering successful platforms such as the NES, the Super NES, the Wii, and the Atari 2600, the next book in the series will definitely surprise a few readers.

Jose Zagal and Benj Edwards have made the unconventional choice to focus on… wait for it… the Virtual Boy in Seeing Red: Nintendo’s Virtual Boy. More than just an infamous failure, the Virtual Boy offered a unique experience that still has people talking about it today:

With glowing red stereoscopic 3D graphics, the Virtual Boy cast a prophetic hue: Shortly after its release in 1995, Nintendo’s balance sheet for the product was “in the red” as well. Of all the innovative long shots the game industry has witnessed over the years, perhaps the most infamous and least understood was the Virtual Boy. Why the Virtual Boy failed, and where it succeeded, are questions that video game experts Jose Zagal and Benj Edwards explore in Seeing Red, but even more interesting to the authors is what the platform actually was: what it promised, how it worked, and where it fits into the story of gaming.

Nintendo released the Virtual Boy as a standalone table-top device in 1995—and quickly discontinued it after lackluster sales and a lukewarm critical reception. In Seeing Red, Zagal and Edwards examine the device’s technical capabilities, its games, and the cultural context in the US in the 1990s when Nintendo developed and released the unusual console. The Virtual Boy, in their account, built upon and extended an often-forgotten historical tradition of immersive layered dioramas going back 100 years that was largely unexplored in video games at the time. The authors also show how the platform’s library of games conveyed a distinct visual aesthetic style that has not been significantly explored since the Virtual Boy’s release, having been superseded by polygonal 3D graphics. The platform’s meaning, they contend, lies as much in its design and technical capabilities and affordances as it does in an audience’s perception of those capabilities.

Offering rare insight into how we think about video game platforms, Seeing Red illustrates where perception and context come, quite literally, into play.

Seeing Red: Nintendo’s Virtual Boy will be available in bookstores on May 14.

Guardian Faber Will Publish Keza MacDonald’s “Super Nintendo” in 2026

Keza MacDonald has been writing about video games for a long time. She is currently a Video Games Editor at The Guardian (as well as serving as the regular steward of their Pushing Buttons newsletter), and has previously written for Kotaku and IGN. MacDonald is also the co-author (with with Jason Killingsworth) of You Died: The Dark Souls Companion.

But for her next trick, she’ll be flying solo with Super Nintendo: How One Japanese Company Helped the World Have Fun, a new book all about Nintendo and why the company is “the key to understanding video games and what they do for us”:

Super Nintendo explores the cultural and social impact of video games through the franchises of Nintendo; the Japanese company is universally regarded as being the most influential in the industry, having produced landmark series such as Super Mario Bros., The Legend of Zelda and Pokémon.

Having exploded in popularity in recent years, video games are now the dominant cultural medium of the 21st century, adored by millions of people around the world. By telling the stories of these games – of those who made them and those who play them – MacDonald will provide readers with an unparalleled understanding of how and why Nintendo spreads the joy it does, revealing what our affection for games tells us about ourselves. In doing so, she speaks to that most human of desires: the desire to have fun.

MacDonald recently published a fantastic interview with Shigeru Miyamoto for The Guardian, so she’s clearly the right person for this topic.

Super Nintendo: How One Japanese Company Helped the World Have Fun will be published in the UK by Guardian Faber in Spring 2026. A worldwide release will presumably follow.

Bite-Sized Game History: Religion in The Legend of Zelda, Nintendo Power’s Game Boy Design Contest, and Super Punch-Out’s Secret 2-Player Mode

Even though Sega launched the Genesis in 1989 (a year after the console debuted in Japan as the Mega Drive), Nintendo spent the early part of the 1990s without a true rival in the “Console Wars.” Their dominance of the living room was so complete, most people just referred to any video game as “a Nintendo.”

This lack of competition (and its sudden appearance after the release of Sonic the Hedgehog) informed almost every move Nintendo made throughout the decade, including the three items in this edition of Bite-Sized Game History.

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Bite-Sized Game History: Long Lost Footage of Sega’s Heavyweight Champ, Playing GoldenEye 007 on Four TVs, and the Nintendo Seal of Quality

“Not all who wander are lost.”

You don’t see it much anymore, but this quote, from JRR Tolkien, was a popular sentiment to plaster on your bumper from the 1970s all the way up to the 2000s. While they may not be lost, like any art form, the video game world has its share of wandering artifacts that are certainly hard to find.

We’ll look at some of them (including Sega’s Heavyweight Champ, GoldenEye 007‘s legacy of screencheating, and the Nintendo Seal of Quality) in this edition of Bite-Sized Game History.

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Bite-Sized Game History: Tracking Down the Origin of Miyamoto’s Most Famous Quote and Kirby’s Very First Appearance in a Game

“A delayed game is eventually good, but a rushed game is forever bad.”

This well-worn saying is trotted out every single time a major game is delayed and has long been attributed to Nintendo’s Shigeru Miyamoto, supposedly said as a response to the protracted development of The Legend of Zelda: Ocarina of Time. But with the recent delay of The Legend of Zelda: Breath of the Wild 2, fans began to wonder, did Miyamoto ever actually share that famous bit of wisdom with an interviewer?

The answer might surprise you…

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Bite-Sized Game History: The Final Footage of Star Wars 1313, Sony Acquires Bungie, and Ninendo Announces End of 3DS/Wii U eShop

Get a bunch of video game fans in a room, and they’ll gladly talk your ear off about all the ones that got away. Games that hooked us right from the first announcement and then just withered away in development hell. I know it’ll never happen, but I still hold out hope that Capcom will revive Maximo 3 someday. I mean the first two were so fun…

Anyway, for this edition of Bite-Sized Game History, let’s talk about a few games, developers, and online storefronts that got away…

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Bite-Sized Game History: Pepsiman’s Brief Encounter with The Blue Meanie, Rockstar’s Prototype Logos, and RIP to Masayuki Uemura

With the right circumstances, it’s possible for a logo to break free from the company it represents and become an iconic piece of history in its own right. It’s easy to point to Nintendo, PlayStation, and Xbox as some of the most prominent examples in gaming, but they’re not the only ones.

Bite-Sized Game History is back with the working designs of one such logo, as well a former wrestler’s previously-unknown connection to one of the most infamous games of the 1990s, and a farewell to an influential engineer you might not know.

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Bite-Sized Game History: Looking Back at the GameCube, IGN Through the Years, and Doom Takes Over Twitter

With more than 50 years of history to pick from, a milestone birthday for some game or console happens nearly every day. But 2021 is a particularly big year for the fine folks at Nintendo. The consolemaker extinguished 25 candles for the Nintendo 64 over the Summer and blew out 20 for the GameCube just last month.

We’ll talk a bit about both of those anniversaries in this edition of Bite-Size Game History, as well as a new way to play Doom (which will officially turn 28 in a few short weeks).

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Former Nintendo of America President Reggie Fils-Aime is Writing a Memoir

Thanks to his penchant for saying the right thing at the right time, Reggie Fils-Aime completely transformed Nintendo of America’s public image during his tenure as President and Chief Operating Officer from 2006 through 2019. For more than a decade, he played host and ringmaster during Nintendo’s public presentations and his irreverent attitude and larger-than-life persona encouraged fans to look at the company in a new light.

After his retirement in 2019, Fils-Aime put pen to paper and began to write a memoir about his early life, his time in the game industry, and his thoughts about succeeding in business. Over the weekend we learned that the book will be known as Disrupting the Game: From the Bronx to the Top of Nintendo, and that it’ll be published on May 22, 2022 by HarperCollins Leadership:

Although he’s best known as Nintendo’s iconic President of the Americas-immortalized for opening Nintendo’s 2004 E3 presentation with, “My name is Reggie, I’m about kicking ass, I’m about taking names, and we’re about making games”-Reggie Fils-Aime’s story is the ultimate gameplan for anyone looking to beat the odds and achieve success.

Learn from Reggie how to leverage disruptive thinking to pinpoint the life choices that will make you truly happy, conquer negative perceptions from those who underestimate or outright dismiss you, and master the grit, perseverance, and resilience it takes to dominate in the business world and to reach your professional dreams.

Disrupting the Game will also touch on Fils-Aime’s “humble childhood as the son of Haitian immigrants,” as well as how to “maintain relentless curiosity and know when to ask questions to shatter the status quo.”

As Fils-Aime famously said when introducing the Wii Balance Board and Wii Fit in 2007… my body is ready.


UPDATE (2/2/22): HarperCollins Leadership has announced that Disrupting the Game: From the Bronx to the Top of Nintendo will be published on May 3, 2022.


UPDATE (5/3/22): Disrupting the Game: From the Bronx to the Top of Nintendo is now available in stores, and Reggie was kind enough to share an excerpt from the book, all about his quest to convince Satoru Iwata and Shigeru Miyamoto to bundle every Wii with a copy of Wii Sports, with The Washington Post.