In 1997, Harvest Moon brought the quiet life of farming to the Super Nintendo, proving that work could be fun. Inspired by his countryside upbringing, creator Yasuhiro Wada envisioned a non-combative game that captured the rhythm of rural living. Our conversation explores how he merged influences like SimCity and Derby Stallion into a prototype focused on farming, livestock, and interaction—before production nearly collapsed when his studio folded mid-development. We revisit how players r...
In 1997, Harvest Moon brought the quiet life of farming to the Super Nintendo, proving that work could be fun. Inspired by his countryside upbringing, creator Yasuhiro Wada envisioned a non-combative game that captured the rhythm of rural living. Our conversation explores how he merged influences like SimCity and Derby Stallion into a prototype focused on farming, livestock, and interaction—before production nearly collapsed when his studio folded mid-development. We revisit how players restore a farm, manage crops and animals, and build relationships across the seasons. Far from stressful, the loop of watering, feeding, and festivals offered progress at your own pace. Finally, we connect its legacy to Stardew Valley and other games that carried forward its mix of building and simple satisfaction. Join us on today’s trip down Memory Card Lane
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