A published Selection
Nintendo, taken apart
10 videos, 8 h 15
10 videos on how Nintendo thinks. Mario's levels, Zelda's dungeons and open world, and the odd corners of Super Mario 64.
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- 01
How the inventor of Mario designs a game
Vox
Miyamoto's method in plain terms. The shortest way into everything else here.
- 02
Nintendo's Game Design Philosophy - NZGDC 2025
KIWI TALKZ
Pulls Nintendo's repeated design habits into one set of stated rules.
- 03
How Nintendo Solved Zelda's Open World Problem
Game Maker's Toolkit
Why Breath of the Wild's map keeps pulling you sideways instead of forward.
- 04
How Zelda's Puzzle Box Dungeons Work
Game Maker's Toolkit
The structure hiding under every classic Zelda dungeon, drawn out clearly.
- 05
Has Zelda Changed Forever?
Game Maker's Toolkit
What the series gave up to become open world, and whether it was worth it.
- 06
The Design of Breath of the Wild's Great Plateau // HeavyEyed
HeavyEyed
One opening area, examined as the tutorial it quietly is.
- 07
The Story of Super Mario Bros. 3
Gaming Historian
How the best-selling NES Mario was built and sold, including the film tie-in.
- 08
The Story of Super Mario World
Gaming Historian
The launch game that had to justify a new console, and how it did.
- 09
SM64’s Invisible Walls Explained Once and for All
pannenkoek2012
The definitive answer on Mario 64's invisible walls, from the person who mapped them.
- 10
Can You Get a Star in Super Mario 64 Using Only ONE Button?
pannenkoek2012
An absurd constraint used to reveal how Mario 64's movement really works.
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