Hyrule Fantasy: The Power, Wisdom, and Courage of The Legend of Zelda – Chapter 4
Uninterested in recycling Ocarina of Time for a quickie sequel, Eiji Aonuma takes the Zelda series in a darker direction.
An ongoing, serialized story that recounts how a game was made, or some aspect of industry culture–or both!
Uninterested in recycling Ocarina of Time for a quickie sequel, Eiji Aonuma takes the Zelda series in a darker direction.
Link’s first steps in 3D define the future of the Legend of Zelda franchise, and gaming in the third dimension.
As Nintendo struggles to compete with Sega, Link and Princess Zelda make waves on 16-bit hardware and Nintendo’s portable machine.
Forays into the woodland around his childhood home inspire Shigeru Miyamoto to create one of gaming’s most legendary franchises.
Eyeing the burgeoning software market, Don Worth talks to publishers about adapting selling Beneath Apple Manor in stores.
Don Worth taps his love of D&D and aptitude for programming to create a dungeon crawl for the Apple II.
Michael Toy, Glenn Wichman, and new friends come together to port Rogue to new generations of computing platforms.
Working with text characters and teletype terminals, Toy and Wichman lay the foundation for Rogue.
Precariously close to flunking out of college, Michael Toy teams up with his college buddy Glenn Wichman to create a new type of role-playing game.
After a long absence from Bio Hazard’s director’s chair, Mikami jumps at the chance to remake the original game with new technology, game mechanics, and bone-chilling scares.