Nintendo was my favorite to play as a child, but it didn't make me want to make my own. I started wanting to make my own around age 8, when I discovered an online text based MUD on AOL called Darkness Falls.
This was back in.... 1997 or 98. Darkness Falls was in beta for a long time and it was free. It was a text online game, sort of the grandfather of MMO's like World of Warcraft. All of the rooms were typed out, like:
"You are standing in a dank dungeon. The walls are covered with slime and the bones of rats are scattered across the floor. The stench is choking, and you feel compelled to find an escape."
"Obvious Exits: North, South"
and you would type "North" or just "N", and that would slap you in another room.
What attracted me to it was how I could understand how to make one of these games. You just had to be good at writing and construct believable environments. It wasn't as alien to me as making sprite graphics.
So I started learning QBASIC programming and making my own little single player text games like the one I had played. They reminded me a lot of playing Dungeons and Dragons, but with the world already built and hard rules established. But the idea that you could play some of these games with other people across the internet was fascinating to me.
Later, I started playing hobbyist MUDs where you could actually talk to the people who made the game. They weren't much older than me, and I became obsessed with figuring out how to make my own.
In high school, I learned how to code and made my own MUD. After that, knowing that they weren't profitable, I started focusing on design and art, and partnered with friends who were better coders to make flash games.
Then I got stencyl, and made my own flash game...
Then Gameloft hired me as a designer

Ha! My whole game dev life story in one post!