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==Career== ===1977–1984: Arcade beginnings and ''Donkey Kong''=== {{Rquote| align=right|text=I feel that I have been very lucky to be a game designer since the dawn of the industry. I am not an engineer, but I have had the opportunities to learn the principles of game [design] from scratch, over a long period of time. And because I am so pioneering and trying to keep at the forefront, I have grown accustomed to first creating the very tools necessary for game creation.|source=Shigeru Miyamoto <small>(translated)</small><ref name="GDC: Miyamoto Keynote">{{cite web | title=GDC: Miyamoto Keynote Speech | date=March 18, 1999 | author1=IGN Staff | first2=Shigeru | last2=Miyamoto | url=http://www.ign.com/articles/1999/03/19/gdc-miyamoto-keynote-speech | access-date=October 23, 2017 | archive-url=https://web.archive.org/web/20171024043859/http://www.ign.com/articles/1999/03/19/gdc-miyamoto-keynote-speech | archive-date=October 24, 2017 | url-status=live }}</ref>}} In the 1970s, [[Nintendo]] was a relatively small Japanese company that sold playing cards and other novelties, although it had started to branch out into toys and games in the 1960s. Through a mutual friend, Miyamoto's father arranged an interview with Nintendo president [[Hiroshi Yamauchi]]. After showing some of his toy creations, he was hired in 1977 as an apprentice in the planning department.<ref name="New Yorker" /> Miyamoto helped create the art for the coin-operated [[arcade game]], ''[[Sheriff (video game)|Sheriff]]''.<ref name=":0">{{cite web|url=http://us.wii.com/iwata_asks/punchout/vol1_page2.jsp |title=Iwata asks – Punch Out! |publisher=Nintendo |access-date=February 28, 2010 |url-status=dead |archive-url=https://web.archive.org/web/20100111070103/http://us.wii.com/iwata_asks/punchout/vol1_page2.jsp |archive-date=January 11, 2010 }}</ref> He first helped the company [[Video game development|develop]] a game after the 1980 release ''[[Radar Scope]]''. The game achieved moderate success in Japan, but by 1981, Nintendo's efforts to break it into the North American video game market had failed, leaving them with a large number of unsold units and on the verge of financial collapse. Nintendo president Hiroshi Yamauchi decided to [[Radar Scope#Conversion to Donkey Kong|convert]] unsold ''Radar Scope'' units into a new arcade game. He tasked Miyamoto with the conversion,<ref name="Ultimate History" />{{rp|157}} about which Miyamoto has said self-deprecatingly that "no one else was available" to do the work.<ref name="The father of Mario and Zelda">{{cite web | url=http://www.salon.com/1998/12/02/feature_252/ | date=December 2, 1998 | title=The father of Mario and Zelda | first=Moira | last=Muldoon | website=Salon | access-date=June 18, 2014 | archive-url=https://web.archive.org/web/20140714221207/http://www.salon.com/1998/12/02/feature_252/ | archive-date=July 14, 2014 | url-status=live }}</ref> Nintendo's head engineer, [[Gunpei Yokoi]], supervised the project.<ref name="Ultimate History" />{{rp|158}} Miyamoto imagined many characters and plot concepts, but eventually settled on a [[love triangle]] between a gorilla, a carpenter, and a woman. He meant to mirror the rivalry between comic characters [[Bluto]] and [[Popeye]] for the woman [[Olive Oyl]], although Nintendo's original intentions to gain rights to ''Popeye'' failed.<ref name="New Yorker" /> Bluto evolved into an ape, a form Miyamoto claimed was "nothing too evil or repulsive".<ref name="Game Over" />{{rp|47}} This ape would be the pet of the main character, "a funny, hang-loose kind of guy".<ref name="Game Over" />{{rp|47}} Miyamoto also named "[[Beauty and the Beast]]" and the 1933 film ''[[King Kong (1933 film)|King Kong]]'' as influences.<ref name="Kohler Sound Great" />{{rp|36}} Miyamoto had high hopes for his new project, but lacked the technical skills to program it himself; instead, he conceived the game's concepts, then consulted technicians on whether they were possible. He wanted to make the characters different sizes, move in different manners, and react in various ways. However, Yokoi viewed Miyamoto's original design as too complex.<ref name="Game Over" />{{rp|47–48}} Yokoi suggested using see-saws to catapult the hero across the screen but this proved too difficult to program. Miyamoto next thought of using sloped [[Platform game|platforms]] and ladders for travel, with barrels for obstacles. When he asked that the game have multiple stages, the four-man programming team complained that he was essentially asking them to make the game repeat, but the team eventually successfully programmed the game.<ref name="Kohler Sound Great" />{{rp|38–39}} When the game was sent to [[Nintendo of America]] for testing, the sales manager disapproved of its vast differentiation from the [[List of maze video games|maze]] and [[shooter game]]s common at the time.<ref name="Game Over" />{{rp|49}} When American staffers began naming the characters, they settled on "Pauline" for the woman, after Polly James, wife of Nintendo's [[Redmond, Washington]], warehouse manager, [[Don James (video games)|Don James]]. The playable character, initially "Jumpman", was eventually named for [[Mario Segale]], the warehouse landlord.<ref name=donjames1>{{cite magazine |url=https://www.wired.com/2012/02/gamelife-podcast-episode-18/ |title=Game Life Podcast: When Jay Mohr Met Tomonobu Itagaki |first=Chris |last=Kohler |magazine=Wired |date=February 17, 2012 |access-date=September 28, 2024 |archive-date=April 17, 2014 |archive-url=https://web.archive.org/web/20140417022605/https://www.wired.com/2012/02/gamelife-podcast-episode-18/ |quote="And so we thought, 'This guy [Segale] is a recluse. No one's ever actually met him.' So we thought, 'Wouldn't it be a great joke if we named this character Mario?' And so we said, 'That's great,' and we sent a telex to Japan, and that's how Mario got his name."}} Interview with Don James starts at 51:16. Quotation occurs at 52:00.</ref><ref name=donjames2>{{cite web |date=June 14, 2018 |title=Nintendo Treehouse Live - E3 2018 - Arcade Archives Donkey Kong, Sky Skipper |website=[[YouTube]] |publisher=Nintendo Everything |url=https://www.youtube.com/watch?v=CizC6MqyiJM&t=138s |url-status=live |access-date=September 28, 2024 |archive-date=October 3, 2023 |archive-url=https://web.archive.org/web/20231003035157/https://www.youtube.com/watch?v=CizC6MqyiJM |quote="Mr. Arakawa, who was the president, and myself looked at the character, and we had a landlord that happened to be named Mario as well, and we'd never met the guy, so we thought it'd be funny to name this main character Mario after our landlord in Southcenter. And that's actually how Mario got his name."}} Quotation occurs at 2:25.</ref><ref name="Game Over" />{{rp|109}} These character names were printed on the American cabinet art and used in promotional materials. The staff also pushed for an English name, and thus it received the title ''[[Donkey Kong (1981 video game)|Donkey Kong]]''.<ref name="Kohler Sound Great" />{{rp|212}} ''Donkey Kong'' was a success, leading Miyamoto to work on sequels such as ''[[Donkey Kong Jr.]]'' in 1982, and ''[[Donkey Kong 3]]'' in 1983. In January 1983, the 1982 [[Electronic Games|Arcade Awards]] gave Donkey Kong the Best [[Single-player video game]] award and the Certificate of Merit as runner-up for Coin-Op Game of the Year.<ref name="eg_archive">{{cite web|title=Electronic Games Magazine |url=https://archive.org/search.php?query=%28collection%3Aelectronic-games-magazine%20OR%20mediatype%3Aelectronic-games-magazine%29%20AND%20-mediatype%3Acollection |publisher=[[Internet Archive]] |access-date=February 1, 2012 |url-status=live |archive-url=https://web.archive.org/web/20130102234721/https://archive.org/search.php?query=%28collection%3Aelectronic-games-magazine%20OR%20mediatype%3Aelectronic-games-magazine%29%20AND%20-mediatype%3Acollection |archive-date=January 2, 2013 }}</ref> In his next game, he gave Mario a brother: [[Luigi]]. He named the new game ''[[Mario Bros.]]'' Yokoi convinced Miyamoto to give Mario some superhuman abilities, namely the ability to fall from any height unharmed. Mario's appearance in ''Donkey Kong''—overalls, a hat, and a thick mustache—led Miyamoto to change aspects of the game to make Mario look like a plumber rather than a carpenter.<ref name="historyofmariopg1">{{cite web |title=IGN Presents The History of Super Mario Bros |url=http://games.ign.com/articles/833/833615p1.html |date=November 8, 2007 |website=IGN |access-date=September 26, 2008 |url-status=dead |archive-url=https://web.archive.org/web/20080723144458/http://games.ign.com/articles/833/833615p1.html |archive-date=July 23, 2008}}</ref> Miyamoto felt that New York City provided the best setting for the game, with its "labyrinthine subterranean network of sewage pipes". To date, games in the ''Mario Bros.'' franchise have been released for more than a dozen platforms.<ref>{{cite web|url=http://toadscastle.net/list-games.html|publisher=Toad's Castle|first=Eric|last=Marcarelli|title=Every Mario Game|access-date=October 1, 2008|archive-url=https://web.archive.org/web/20081014064028/http://www.toadscastle.net/list-games.html|archive-date=October 14, 2008|url-status=live}}</ref> Shortly after, Miyamoto also worked the character sprites and game design for the ''[[Baseball (1983 video game)|Baseball]]'', ''[[Tennis (1984 video game)|Tennis]]'', and ''[[Golf (1984 video game)|Golf]]'' games on the NES.<ref>{{cite magazine|last1=Kohler|first1=Chris|title=Miyamoto Spills Donkey Kong's Darkest Secrets, 35 Years Later|url=https://www.wired.com/2016/10/miyamoto-donkey-kong-secrets/|magazine=Wired|access-date=October 17, 2016|archive-url=https://web.archive.org/web/20161016014738/https://www.wired.com/2016/10/miyamoto-donkey-kong-secrets/|archive-date=October 16, 2016|url-status=live}}</ref> ===1985–1989: NES/Famicom, ''Super Mario Bros.'', and ''The Legend of Zelda''=== [[File:NES-Console-Set.jpg|thumb|right|Miyamoto's ''Super Mario Bros.'' was bundled with the [[Nintendo Entertainment System|NES]] in America. The game and the system are credited with helping to bring North America out of the slump of the [[North American video game crash of 1983|1983 game industry crash]].]] As Nintendo released its first home video game console, the Family Computer (rereleased in North America as the [[Nintendo Entertainment System]]), Miyamoto made two of the most popular titles for the console and in the history of video games as a whole: ''[[Super Mario Bros.]]'' (a sequel to ''Mario Bros.'') and ''[[The Legend of Zelda (video game)|The Legend of Zelda]]'' (an entirely original title).<ref>{{cite web |url=https://www.nintendo.com/nes-classic/the-legend-of-zelda-developer-interview/ |title=The Legend of Zelda Developer Interview |last=Sao |first=Akinori |website=Nintendo |access-date=November 25, 2016 |url-status=dead |archive-url=https://web.archive.org/web/20161125231835/https://www.nintendo.com/nes-classic/the-legend-of-zelda-developer-interview/ |archive-date=November 25, 2016}}</ref> In both games, Miyamoto decided to focus more on gameplay than on high scores, unlike many games of the time.<ref name="gamespot history">{{cite web|last=Vestal|first=Andrew|author2=Cliff O'Neill|author3=Brad Shoemaker|date=November 14, 2000|title=History of Zelda|website=[[GameSpot]]|url=http://www.gamespot.com/gamespot/features/video/hist_zelda/index.html|access-date=September 30, 2006|url-status=bot: unknown|archive-url=https://web.archive.org/web/20100204115941/http://www.gamespot.com/gamespot/features/video/hist_zelda/index.html|archive-date=February 4, 2010}}</ref> ''Super Mario Bros.'' largely took a linear approach, with the player traversing the stage by running, jumping, and dodging or defeating enemies.<ref name="MeanMachines">{{cite magazine |title=Nintendo Review: ''Super Mario Bros. 3'' |date=October 1991 |magazine=[[Mean Machines]] |publisher=[[EMAP]] |author=Mean Machine Staff |issue=13 |pages=56–59 |url=http://www.meanmachinesmag.co.uk/review/192/super-mario-bros-3.php |access-date=October 26, 2006 |url-status=dead |archive-url=https://web.archive.org/web/20090226003426/http://www.meanmachinesmag.co.uk/review/192/super-mario-bros-3.php |archive-date=February 26, 2009}}</ref><ref name="NP-10-Preview">{{cite magazine |author=Nintendo Power Staff |date=January–February 1990 |title=Previews: ''Super Mario Bros. 3'' |url=https://archive.org/stream/Nintendo_Power_Issue001-Issue127/Nintendo%20Power%20Issue%20010%20January-February%201990#page/n57/mode/2up |magazine=[[Nintendo Power]] |publisher=[[Nintendo]] |issue=10 |pages=56–59}}</ref> It was a culmination of Miyamoto's gameplay concepts and technical knowledge drawn from his experiences of designing ''Donkey Kong'', ''Mario Bros'', ''[[Devil World]]'' (1984), the [[side-scrolling]] [[racing game]] ''[[Excitebike]]'' (1984), and the 1985 NES port of side-scrolling [[beat 'em up]] ''[[Kung-Fu Master (video game)|Kung-Fu Master]]'' (1984).<ref name="Miyamoto Reveals All">{{Cite web |last=Gifford |first=Kevin |date=October 21, 2010 |title=Super Mario Bros.' 25th: Miyamoto Reveals All |url=http://www.ugo.com/games/super-mario-bros-25th-miyamoto-reveals-all.html |url-status=live |archive-url=https://web.archive.org/web/20150105015455/http://www.ugo.com/games/super-mario-bros-25th-miyamoto-reveals-all.html |archive-date=January 5, 2015 |access-date=October 24, 2010 |website=[[1UP.com]]}}</ref> This culminated in his concept of a platformer set in an expansive world that would have the player "strategize while scrolling sideways" over long distances, have aboveground and underground levels, and have colorful backgrounds rather than black backgrounds.<ref>{{cite AV media |people=Shigeru Miyamoto |date=December 2010 |title=Super Mario Bros. 25th Anniversary – Interview with Shigeru Miyamoto #2 |language=Japanese |url=https://www.youtube.com/watch?v=DNa0M1gymgA |archive-url=https://web.archive.org/web/20210818032229/https://www.youtube.com/watch?v=DNa0M1gymgA |archive-date=August 18, 2021 |publisher=[[Nintendo Channel]] |access-date=April 12, 2021 |url-status=bot: unknown}}</ref> By contrast, Miyamoto employed [[nonlinear gameplay]] in ''The Legend of Zelda'', forcing the player to think their way through riddles and puzzles.<ref>{{cite web|url=http://www.ntsc-uk.com/feature.php?featuretype=int&fea=ShigeruMiyamoto|title=Shigeru Miyamoto Interview|date=January 1, 2005|publisher=ntsc-uk|last=Bufton|first=Ben|access-date=September 23, 2006|archive-url=https://web.archive.org/web/20060510063954/http://www.ntsc-uk.com/feature.php?featuretype=int&fea=ShigeruMiyamoto|archive-date=May 10, 2006|url-status=live}}</ref> The world was expansive and seemingly endless, offering "an array of choice and depth never seen before in a video game."<ref name="New Yorker" /> With ''The Legend of Zelda'', Miyamoto sought to make an in-game world that players would identify with, a "miniature garden that they can put inside their drawer."<ref name="gamespot history" /> He drew his inspiration from his experiences as a boy around [[Kyoto]], where he explored nearby fields, woods, and caves; each ''Zelda'' game embodies this sense of exploration.<ref name="gamespot history" /> "When I was a child," Miyamoto said, "I went hiking and found a lake. It was quite a surprise for me to stumble upon it. When I traveled around the country without a map, trying to find my way, stumbling on amazing things as I went, I realized how it felt to go on an adventure like this."<ref name="Game Over" />{{rp|51}} He recreated his memories of becoming lost amid the maze of sliding doors in his family home in ''Zelda''{{'}}s labyrinthine dungeons.<ref name="Game Over" />{{rp|52}} In February 1986, Nintendo released it as the launch game for the [[Nintendo Entertainment System]]'s new [[Family Computer Disk System|Disk System]] peripheral.<ref>{{Cite web |date=November 19, 2009 |title=放課後のクラブ活動のように |trans-title=Like after-school club activities |url=https://www.nintendo.co.jp/ds/interview/bkij/vol2/index.html |url-status=live |archive-url=https://web.archive.org/web/20100210185007/https://www.nintendo.co.jp/ds/interview/bkij/vol2/index.html |archive-date=February 10, 2010 |access-date=June 8, 2010 |website=社長が訊く |publisher=Nintendo Co., Ltd. |quote=1986年2月に、ファミコンのディスクシステムと同時発売された、アクションアドベンチャーゲーム。 / An action-adventure game simultaneously released with the Famicom Disk System in February 1986.}}</ref> Miyamoto worked on various other different games for the Nintendo Entertainment System, including ''[[Ice Climber]]'' and ''[[Kid Icarus]]''. He also worked on sequels to both ''Super Mario Bros'' and ''The Legend of Zelda''. ''[[Super Mario Bros.: The Lost Levels|Super Mario Bros. 2]]'', released only in Japan at the time, reuses gameplay elements from ''Super Mario Bros.'', though the game is much more difficult than its predecessor. Nintendo of America disliked ''Super Mario Bros. 2'', which they found to be frustratingly difficult and otherwise little more than a modification of ''Super Mario Bros.'' Rather than risk the franchise's popularity, they canceled its stateside release and looked for an alternative. They realized they already had one option in ''[[Yume Kojo: Doki Doki Panic]]'' (Dream Factory: Heart-Pounding Panic), also designed by Miyamoto.<ref name="RealMario2">{{cite web|url=http://multiplayerblog.mtv.com/2011/04/04/super-mario-bros-2-interview-reveals-a-strange-vertical-only-prototype/|title='Super Mario Bros. 2' Interview Reveals A Strange, Vertical-Only Prototype|last=Rosenberg|first=Adam|access-date=April 23, 2012|url-status=dead|archive-url=https://web.archive.org/web/20141020034410/http://multiplayerblog.mtv.com/2011/04/04/super-mario-bros-2-interview-reveals-a-strange-vertical-only-prototype/|archive-date=October 20, 2014}}</ref> This game was reworked and released as ''[[Super Mario Bros. 2]]'' (not to be confused with the Japanese game of the same name) in North America and Europe. The Japanese version of ''Super Mario Bros. 2'' was eventually released in North America as ''Super Mario Bros.: The Lost Levels''.<ref name="History of SMB at IGN">{{cite web |url=http://www.ign.com/articles/2010/09/14/ign-presents-the-history-of-super-mario-bros |title=IGN Presents The History of Super Mario Bros. |last=McLaughlin |first=Rus |website=IGN |date=September 14, 2010 |access-date=April 9, 2014 |url-status=live |archive-url=https://web.archive.org/web/20140311222200/http://www.ign.com/articles/2010/09/14/ign-presents-the-history-of-super-mario-bros |archive-date=March 11, 2014}}</ref> The successor to ''The Legend of Zelda'', ''[[Zelda II: The Adventure of Link]]'', bears little resemblance to the first game in the series. ''The Adventure of Link'' features [[side-scrolling video game|side-scrolling]] areas within a larger world map rather than the [[Top-down perspective|bird's eye view]] of the previous title. The game incorporates a strategic combat system and more [[role-playing video game|RPG]] elements, including an [[experience point]]s (EXP) system, [[Magic (gaming)|magic spells]], and more interaction with [[non-player character]]s (NPCs). Link has extra lives; no other game in the series includes this feature.<ref name="game">{{cite video game|title=Zelda II: The Adventure of Link|developer=[[Nintendo]]|publisher=[[Nintendo]]|date=December 1, 1988|platform=[[Nintendo Entertainment System|NES]]}}</ref> ''The Adventure of Link'' plays out in a two-mode dynamic. The [[overworld]], the area where the majority of the action occurs in other ''The Legend of Zelda'' games, is still from a [[top-down perspective]], but it now serves as a hub to the other areas. Whenever Link enters a new area such as a town, the game switches to a [[side-scrolling video game|side-scrolling]] view. These separate methods of traveling and entering combat are one of many aspects adapted from the [[role-playing video game|role-playing]] genre.<ref name="game" /> The game was highly successful at the time, and introduced elements such as Link's "magic meter" and the Dark Link character that would become commonplace in future Zelda games, although the role-playing elements such as experience points and the platform-style side-scrolling and multiple lives were never used again in the official series. The game is also looked upon as one of the most difficult games in the ''Zelda'' series and 8-bit gaming as a whole. Additionally, ''The Adventure of Link'' was one of the first games to combine [[role-playing video game]] and [[platform game|platforming]] elements to a considerable degree.<ref>{{cite web |url=http://wii.ign.com/articles/793/793966p1.html |title=Zelda II: The Adventure of Link Review |last=Thomas |first=Lucas M. |website=IGN |date=June 4, 2007 |access-date=April 6, 2008 |url-status=dead |archive-url=https://web.archive.org/web/20080516211348/http://wii.ign.com/articles/793/793966p1.html |archive-date=May 16, 2008}}</ref> Soon after, ''[[Super Mario Bros. 3]]'' was developed by [[Nintendo Entertainment Analysis & Development]]; the game took more than two years to complete.<ref name="IGN-100">{{cite web| url = http://top100.ign.com/2007/ign_top_game_39.html| title = IGN Top 100 Games 2007: 39 Super Mario Bros. 3| website = IGN| year = 2007| access-date = January 25, 2009| archive-url = https://web.archive.org/web/20170409163615/http://top100.ign.com/2007/ign_top_game_39.html| archive-date = April 9, 2017| url-status = dead}}</ref> The game offers numerous modifications on the original ''Super Mario Bros.'', ranging from costumes with different abilities to new enemies.<ref name="IGN-100" /><ref name="IGN-MarioHistory">{{cite web| url = http://retro.ign.com/articles/833/833615p2.html| title = The History of the Super Mario Bros| website = IGN| first = Rus| last = McLaughlin| date = November 8, 2007| access-date = January 26, 2009| archive-url = https://web.archive.org/web/20120217164813/http://retro.ign.com/articles/833/833615p2.html| archive-date = February 17, 2012| url-status = dead}}</ref> Bowser's children were designed to be unique in appearance and personality; Miyamoto based the characters on seven of his programmers as a tribute to their work on the game.<ref name="IGN-100" /> The Koopalings' names were later altered to mimic names of well-known, [[Western culture|Western]] musicians in the [[Internationalization and localization|English localization]].<ref name="IGN-100" /> In a first for the ''Mario'' series, the player navigates via two game screens: an [[overworld]] map and a level playfield. The overworld map displays an overhead representation of the current world and has several paths leading from the world's entrance to a castle. Moving the on-screen character to a certain tile will allow access to that level's playfield, a linear stage populated with obstacles and enemies. The majority of the game takes place in these levels.<ref name="MeanMachines" /><ref name="NP-10-Preview" /> ===1990–2000: SNES, Nintendo 64, ''Super Mario 64'', and ''Ocarina of Time''=== [[File:SNES-Controller-in-Hand.jpg|thumb|right|Miyamoto was responsible for the controller design of the Super Famicom/Nintendo. Its L/R buttons were an industry first and have since become commonplace.]] A merger between Nintendo's various internal research and development teams led to the creation of [[Nintendo Entertainment Analysis & Development]] (Nintendo EAD), which Miyamoto eventually headed. Nintendo EAD had approximately fifteen months to develop ''[[F-Zero]]'', a launch game for the [[Super Nintendo Entertainment System]].<ref name="EAD">{{cite web |url=http://cube.ign.com/articles/089/089011p1.html |title=Nintendo GameCube Developer Profile: EAD |access-date=October 4, 2008 |author=Anthony JC |author2=Pete Deol |date=December 15, 2000 |publisher=IGN |website=N-Sider |archive-url=https://web.archive.org/web/20081207204353/http://cube.ign.com/articles/089/089011p1.html |archive-date=December 7, 2008 |url-status=live }}</ref> Miyamoto worked through various games on the Super Nintendo Entertainment System, one of them ''[[Star Fox (1993 video game)|Star Fox]]''. For the game, programmer [[Jez San]] convinced Nintendo to develop an upgrade for the Super Nintendo, allowing it to handle three-dimensional graphics better: the [[Super FX]] chip.<ref>{{cite web | author = Syd Bolton | title = Interview with Jez San, OBE | publisher = Armchair Empire | url = http://www.armchairempire.com/Interviews/jez-san-interview.htm | access-date = December 28, 2007 | author-link = Syd Bolton | archive-url = https://web.archive.org/web/20071217092221/http://www.armchairempire.com/Interviews/jez-san-interview.htm | archive-date = December 17, 2007 | url-status = live }}</ref><ref>{{cite web|url=http://old.siggraph.org/publications/newsletter/v32n1/contributions/baum.html|title=Retrospective|publisher=Silicon Graphics Computer Systems|author=Baum, Dan|access-date=February 28, 2010|archive-url=https://web.archive.org/web/20160613113833/http://old.siggraph.org/publications/newsletter/v32n1/contributions/baum.html|archive-date=June 13, 2016|url-status=dead}}</ref> Using this new hardware, Miyamoto and Katsuya Eguchi designed the ''Star Fox'' game with an early implementation of three-dimensional graphics.<ref>{{cite magazine| title = Interview with Shigeru Miyamoto| magazine = Nintendo Power| url = http://www.nintendoforums.com/articles/31/nintendo-power-interviews-miyamoto-about-star-fox-64| access-date = February 1, 2014| archive-url = https://web.archive.org/web/20140201225352/http://www.nintendoforums.com/articles/31/nintendo-power-interviews-miyamoto-about-star-fox-64| archive-date = February 1, 2014| url-status = live}}</ref> Miyamoto produced two major ''Mario'' games for the system. The first, ''[[Super Mario World]]'', was a launch game. It features an overworld as in ''Super Mario Bros. 3'' and introduces a new character, Yoshi, who appears in many other Nintendo games. The second ''Mario'' game for the system, ''[[Super Mario RPG]]'', went in a somewhat different direction. Miyamoto led a team consisting of a partnership between Nintendo and [[Square (video game company)|Square]]; it took nearly a year to develop the graphics.<ref>{{cite magazine|author=Scott Pelland|author2=Kent Miller |author3=Terry Munson |author4=Paul Shinoda |date=April 1996|title=Epic Center|magazine=[[Nintendo Power]]|publisher=Nintendo|volume=83|page=56|quote=Led by Mario creator Shigeru Miyamoto, teams at Nintendo Company Ltd. and Square Soft spent more than a year developing the visuals.}}</ref> The story takes place in a newly rendered [[Mushroom Kingdom]] based on the [[Super Mario (series)|''Super Mario Bros.'' series]].<ref>{{cite magazine |first1=Scott |last1=Pelland |first2=Kent |last2=Miller |first3=Terry |last3=Munson |first4=Paul |last4=Shinoda |date=October 1996 |title=Epic Center |magazine=[[Nintendo Power]] |publisher=[[Minoru Arakawa|M. Arakawa]], [[Nintendo|Nintendo of America, Inc.]] |issue=89 |page=60}}</ref> Miyamoto also created ''The Legend of Zelda: A Link to the Past'' for the Super Nintendo Entertainment System, the third entry in the series. Dropping the side-scrolling elements of its predecessor, ''A Link to the Past'' introduced to the series elements that are still commonplace today, such as the concept of an alternate or parallel world, the [[Master Sword]], and other new weapons and items.<ref name="player's guide">{{cite book |title=The Legend of Zelda: A Link to the Past Nintendo Player's Strategy Guide |author=Arakawa, M. |publisher=[[Nintendo]] |year=1992 |asin=B000AMPXNM}}</ref><ref name="official guide">{{cite book |title=The Legend of Zelda — A Link to the Past |author=Stratton, Bryan |publisher=[[Prima Games]] |date=December 10, 2002 |isbn=0-7615-4118-7 |url-access=registration |url=https://archive.org/details/legendofzeldal00brya}}</ref> Shigeru Miyamoto mentored [[Satoshi Tajiri]], guiding him during the creation process of ''Pocket Monsters: Red and Green'' (released in English as [[Pokémon Red and Blue|''Pokémon Red'' and ''Blue'']]), the initial video games in the [[Pokémon]] series. He also acted as the producer for these games and worked on social gameplay concepts such as trading.<ref>{{cite web |url=https://www.youtube.com/watch?v=xv_bZt0kUsY |title=#Pokemon20: Nintendo's Shigeru Miyamoto |date=April 15, 2016 |publisher=The Official Pokémon YouTube channel |access-date=April 7, 2019 |archive-url=https://web.archive.org/web/20180814003502/https://www.youtube.com/watch?v=xv_bZt0kUsY |archive-date=August 14, 2018 |url-status=live }}</ref> Pokémon would go on to be one of the most popular entertainment franchises in the world, spanning video games, anime, and various other merchandise.<ref name="Time beware">{{cite magazine|url=http://www.time.com/time/magazine/article/0,9171,34342-2,00.html|title=Beware of the Pokemania|last=Chua-Eoan|first=Howard|author2=Tim Larimer|date=November 14, 1999|magazine=[[Time (magazine)|Time]]|publisher=[[Time Inc.]]|access-date=January 28, 2010|location=New York City|author-link=Howard G. Chua-Eoan|archive-url=https://web.archive.org/web/20130117165413/http://www.time.com/time/magazine/article/0,9171,34342-2,00.html|archive-date=January 17, 2013|url-status=dead}}</ref> Miyamoto made several games for the Nintendo 64, mostly from his previous franchises. His first game on the new system, and one of its launch games, is ''[[Super Mario 64]]'', for which he was the principal director. In developing the game, he began with character design and the [[Virtual camera system|camera system]]. Miyamoto and the other designers were initially unsure of which direction the game should take, and spent months to select an appropriate camera view and layout.<ref name="goddard interview">{{cite journal |date=December 2001 |url=http://pixelatron.com/blog/the-making-of-super-mario-64-full-giles-goddard-interview-ngc/ |title=The Making of Mario 64: Giles Goddard Interview |journal=[[NGC Magazine]] |publisher=[[Future plc|Future Publishing]] |issue=61 |access-date=September 21, 2022 |archive-date=November 15, 2020 |archive-url=https://web.archive.org/web/20201115041135/http://pixelatron.com/blog/the-making-of-super-mario-64-full-giles-goddard-interview-ngc/ |url-status=live }}</ref> The original concept involved a fixed path much like an [[Isometric video game graphics|isometric-type game]], before the choice was made to settle on a free-roaming 3D design.<ref name="goddard interview" /> He guided the design of the [[Nintendo 64 controller]] in tandem with that of ''Super Mario 64''.<ref name="goddard interview" /> Using what he had learned about the Nintendo 64 from developing ''Super Mario 64'' and ''[[Star Fox 64]]'',<ref name="Iwata Asks OoT 3D Miyamoto" /> Miyamoto produced his next game, ''[[The Legend of Zelda: Ocarina of Time]]'', leading a team of several directors.<ref name="IGN Sensei">{{cite web |url=http://ign64.ign.com/articles/066/066649p1.html |title=Sensei Speaks |date=January 29, 1999 |website=IGN |access-date=May 8, 2008 |archive-url=https://web.archive.org/web/20071211110615/http://ign64.ign.com/articles/066/066649p1.html |archive-date=December 11, 2007 |url-status=live }}</ref> Its engine was based on that of ''Super Mario 64'' but was so heavily modified as to be a somewhat different engine. Individual parts of ''Ocarina of Time'' were handled by multiple directors—a new strategy for Nintendo EAD. However, when things progressed slower than expected, Miyamoto returned to the development team with a more central role assisted in public by interpreter [[Bill Trinen]].<ref>{{cite web |url=http://www.giantbomb.com/bill-trinen/72-6189/ |title=Bill Trinen |publisher=Giant Bomb |access-date=September 17, 2013 |archive-url=https://web.archive.org/web/20121014093826/http://www.giantbomb.com/bill-trinen/72-6189/ |archive-date=October 14, 2012 |url-status=live }}</ref> The team was new to 3D games, but assistant director Makoto Miyanaga recalls a sense of "passion for creating something new and unprecedented".<ref>{{cite magazine |magazine=Nintendo Power |title=Inside Zelda Part 12: The Role of the Sidekick |date=May 2006 |volume=203 |pages=76–78 }}</ref> Miyamoto went on to produce a sequel to ''Ocarina of Time'', known as ''[[The Legend of Zelda: Majora's Mask]]''. By reusing the [[game engine]] and graphics from ''Ocarina of Time'', a smaller team required only 18 months to finish ''Majora's Mask''.<ref>{{cite web |url=http://www.shacknews.com/article/81610/zeldas-eiji-aonuma-on-annualization-and-why-the-series-needs |title=Zelda's Eiji Aonuma on annualization, and why the series needs 'a bit more time' |last=Yoon |first=Andrew |date=October 16, 2013 |work=[[Shacknews]] |publisher=[[GameFly]] |access-date=October 17, 2013 |url-status=live |archive-url=https://web.archive.org/web/20131016192044/http://www.shacknews.com/article/81610/zeldas-eiji-aonuma-on-annualization-and-why-the-series-needs |archive-date=October 16, 2013}}</ref> Miyamoto worked on a variety of ''Mario'' series spin-offs for the Nintendo 64, including ''[[Mario Kart 64]]''<ref>{{cite magazine |date=February 1997 |title=What's Next for Shigeru Miyamoto? |url=https://archive.org/details/nextgen-issue-26/page/n145/mode/2up |magazine=[[Next Generation (magazine)|Next Generation]] |publisher=[[Imagine Media]] |issue=26 |page=144}}</ref> and ''[[Mario Party]]''. ===2000–2011: GameCube, Wii, and DS=== [[File:Miyamoto-san conductor E3.jpg|thumb|Miyamoto holding up a [[Wii Remote]] at [[History of the Electronic Entertainment Expo|E3 2006]]]] Miyamoto produced various games for the [[GameCube]], including the launch game ''[[Luigi's Mansion]]''. The game was first revealed at [[Nintendo Space World]] 2000 as a [[Tech demo|technical demo]] designed to show off the graphical capabilities of the GameCube.<ref>{{cite web|url=http://cube.ign.com/articles/135/135453p1.html|title=Luigi's Mansion preview|website=IGN|date=October 9, 2001|access-date=February 16, 2008|archive-url=https://web.archive.org/web/20110804022417/http://cube.ign.com/articles/135/135453p1.html|archive-date=August 4, 2011|url-status=dead}}</ref> Miyamoto made an original short demo of the game concepts, and Nintendo decided to turn it into a full game. ''Luigi's Mansion'' was later shown at [[History of the Electronic Entertainment Expo|E3 2001]] with the GameCube console.<ref>{{cite web|url=http://www.ign.com/articles/2001/05/15/pre-e3-luigis-mansion-disc-and-controller-revealed|title=Pre-E3: Luigi's Mansion Disc and Controller Revealed|website=IGN|date=May 15, 2001|access-date=November 17, 2007|archive-url=https://web.archive.org/web/20131029114824/http://www.ign.com/articles/2001/05/15/pre-e3-luigis-mansion-disc-and-controller-revealed|archive-date=October 29, 2013|url-status=live}}</ref> Miyamoto continued to make additional ''Mario'' spinoffs in these years. He also produced the 3D game series ''[[Metroid Prime]]'', after the original designer Yokoi, a friend and mentor of Miyamoto's, died.<ref>{{cite web|url=http://cube.ign.com/articles/377/377563p2.html|title=Metroid Prime Roundtable QA|website=IGN|date=November 15, 2002|access-date=February 20, 2008|archive-url=https://web.archive.org/web/20120305201537/http://cube.ign.com/articles/377/377563p2.html|archive-date=March 5, 2012|url-status=dead}}</ref> In this time he developed ''[[Pikmin]]'' and its sequel ''[[Pikmin 2]]'', based on his experiences gardening.<ref name="New Yorker" /> He also worked on new games for the ''Star Fox'', ''Donkey Kong'', ''F-Zero'', and ''The Legend of Zelda'' series on both the GameCube and the [[Game Boy Advance]] systems.<ref name="booklet">{{cite book|year=2005|title=Star Fox Assault Instruction Booklet |pages=7, 29, 34–35 |publisher=Nintendo of America}}</ref><ref name="developerpublisher">{{cite web|url=http://www.gamespot.com/gamecube/driving/fzero/news.html?sid=2858754|title=Sega and Nintendo form developmental partnership|last=Satterfield|first=Shane|date=March 28, 2002|website=[[GameSpot]]|access-date=June 20, 2007|quote=The companies [Sega and Nintendo] are codeveloping two F-Zero games... Nintendo will be handling the publishing duties for the GameCube version while Sega will take on the responsibility of releasing the arcade game.|archive-url=https://web.archive.org/web/20090213182143/http://www.gamespot.com/gamecube/driving/fzero/news.html?sid=2858754|archive-date=February 13, 2009|url-status=live}}</ref><ref name="Arcadia">{{cite web |url= http://n-europe.com/news.php?nid=2349 |title= Interview: Sega talk F-Zero |access-date= February 2, 2008 |date= May 17, 2002 |publisher= N-Europe |website= Arcadia magazine |quote= We're [Amusement Vision] taking care of the planning and execution. Once things really begin to take shape, we'll turn to Nintendo for supervision. |url-status= dead |archive-url= https://web.archive.org/web/20080609020646/http://n-europe.com/news.php?nid=2349 |archive-date= June 9, 2008}}</ref> With the help of [[Hideo Kojima]], he guided the developers of ''[[Metal Gear Solid: The Twin Snakes]]''.<ref name="MGS">{{cite web|url=http://www.ign.com/articles/2003/05/01/metal-gear-solid-official|access-date=October 28, 2006|website=[[IGN]]|title=Metal Gear Solid Official|date=May 2003|archive-url=https://web.archive.org/web/20130209020906/http://www.ign.com/articles/2003/05/01/metal-gear-solid-official|archive-date=February 9, 2013|url-status=live}}</ref> He helped with many games on the Nintendo DS, including the remake of ''Super Mario 64'', titled ''[[Super Mario 64 DS]]'', and the new game ''[[Nintendogs]]'', a new franchise based on his own experiences with dogs.<ref name="IGN-Preview">{{cite web| url = http://ds.ign.com/articles/513/513155p1.html| title = E3 2004: Hands-on: Super Mario 64 x4| first = Craig| last = Harris| date = May 11, 2004| website = IGN| access-date = October 16, 2008| archive-url = https://web.archive.org/web/20081230213214/http://ds.ign.com/articles/513/513155p1.html| archive-date = December 30, 2008| url-status = dead}}</ref> At [[E3]] 2005, Miyamoto showed off ''Nintendogs'' with [[Tina Wood]], where he promised to show her "a few more tricks" backstage.<ref>{{cite web|url = https://www.youtube.com/watch?v=anRy0JeHeCY|access-date = July 4, 2023|title = Nintendo E3 2005 Press Conference|website = [[YouTube]]| date=June 28, 2012 |archive-date = July 4, 2023|archive-url = https://web.archive.org/web/20230704134554/https://www.youtube.com/watch?v=anRy0JeHeCY|url-status = live}}</ref> Miyamoto played a major role in the development of the [[Wii]], a console that popularized motion control gaming, and its launch game ''[[Wii Sports]]'', which helped show the capability of the new control scheme. Miyamoto went on to produce other titles in the [[Wii (video game series)|''Wii'' series]], including ''[[Wii Fit]]''. His inspiration for ''Wii Fit'' was to encourage conversation and family bonding.<ref name="New Yorker" /> At [[History of the Electronic Entertainment Expo|E3 2004]], Miyamoto unveiled ''[[The Legend of Zelda: Twilight Princess]]'', appearing dressed as the protagonist Link with a sword and shield. Also released for the GameCube, the game was among the Wii's launch games and the first in the ''Zelda'' series to implement motion controls. He also helped with ''[[The Legend of Zelda: Skyward Sword]]'', which featured more accurate motion controls. He also produced two ''Zelda'' titles for the [[Nintendo DS]], ''[[The Legend of Zelda: Phantom Hourglass]]'' and ''[[The Legend of Zelda: Spirit Tracks]]''. These were the first titles in the series to implement touch screen controls. Miyamoto produced three major ''Mario'' titles for Wii from 2007 to 2010: ''[[Super Mario Galaxy]]'',<ref name="Iwata Asks 1.1">{{cite web |url=http://iwataasks.nintendo.com/interviews/#/wii/super_mario_galaxy/0/0 |title=How Super Mario Galaxy was Born |publisher=[[Nintendo]] |access-date=June 30, 2015 |url-status=dead |archive-url=https://web.archive.org/web/20160927194716/http://iwataasks.nintendo.com/interviews/ |archive-date=September 27, 2016}}</ref> ''[[New Super Mario Bros. Wii]]'',<ref>{{cite web |url=http://www.g4tv.com/thefeed/blog/post/696129/new-super-mario-bros-achieves-shigeru-miyamotos-dream-multiplayer/ |title=New Super Mario Bros. Achieve Shigeru Miyamoto's Dream: Multiplayer |last=Klepek |first=Patrick |date=June 2, 2009 |work=G4 |access-date=June 3, 2009 |url-status=dead |archive-url=https://web.archive.org/web/20121017210506/http://www.g4tv.com/thefeed/blog/post/696129/new-super-mario-bros-achieves-shigeru-miyamotos-dream-multiplayer/ |archive-date=October 17, 2012}}</ref> and ''[[Super Mario Galaxy 2]]''.<ref>{{cite web |url=http://www.andriasang.com/e/blog/2010/05/18/iwata_asks_mario_staff/ |title=Super Mario Galaxy 2 Staff Quizzed by Iwata |last=Gantayat |first=Anoop |date=May 18, 2010 |publisher=andriasang |access-date=July 15, 2011 |url-status=dead |archive-url=https://web.archive.org/web/20100519174042/http://www.andriasang.com/e/blog/2010/05/18/iwata_asks_mario_staff/ |archive-date=May 19, 2010}}</ref> ===2011–present: Wii U, 3DS, Switch and other projects=== Unlike in the 2000s, during which he was involved in many projects as producer, Miyamoto's activities in development were less pronounced in that decade with Miyamoto only producing ''[[Luigi's Mansion: Dark Moon]]'' and ''[[Star Fox Zero]]''.<ref name="iwata asks 1">{{cite web |url=http://iwataasks.nintendo.com/interviews/#/3ds/luigis-mansion-dark-moon/0/0 |title=Like a Shephard |publisher=Nintendo of America |work=Iwata Asks: Luigi's Mansion: Dark Moon |access-date=March 31, 2013 |archive-date=July 25, 2015 |archive-url=https://web.archive.org/web/20150725233103/http://iwataasks.nintendo.com/interviews/#/3ds/luigis-mansion-dark-moon/0/0 |url-status=live }}</ref><ref>{{cite web |url=http://www.gamnesia.com/news/miyamoto-discusses-how-the-gamepad-is-used-in-star-fox-for-wii-u#.VJUb9UAKA |title=Miyamoto Discusses How the GamePad is Used in Star Fox for Wii U |last=Zangari |first=Alex |date=December 18, 2014 |publisher=Gamnesia |access-date=December 22, 2014 |url-status=dead |archive-url=https://web.archive.org/web/20141222104028/http://www.gamnesia.com/news/miyamoto-discusses-how-the-gamepad-is-used-in-star-fox-for-wii-u#.VJf1IA0A |archive-date=December 22, 2014}}</ref> Otherwise, Miyamoto was credited as General Producer, Executive Producer and Supervisor for most projects, which are positions with much less involvement in comparison to a producer. Following the death of Nintendo president [[Satoru Iwata]] in July 2015, Miyamoto was appointed as an acting Representative Director, alongside [[Genyo Takeda]].<ref>{{cite web|url=https://www.nintendo.co.jp/ir/pdf/2015/150713e.pdf|title=Notification of Death and Personnel Change of a Representative Director (President)|publisher=Nintendo Co. Ltd.|access-date=September 14, 2015|date=July 12, 2015|archive-url=https://web.archive.org/web/20150713000056/http://www.nintendo.co.jp/ir/pdf/2015/150713e.pdf|archive-date=July 13, 2015|url-status=live}}</ref> He was relieved of this position in September 2015 when [[Tatsumi Kimishima]] assumed the role of the company's president. He was also appointed the position of "Creative Fellow" at the same time, providing expert advice to Kimishima as a "support network" alongside Takeda.<ref name="Sep2015NintendoPres">{{cite web|url=https://www.nintendo.co.jp/ir/pdf/2015/150914e.pdf|date=September 14, 2015|access-date=September 14, 2015|title=Notice Regarding Personnel Change of a Representative Director and Role Changes of Directors|publisher=[[Nintendo|Nintendo Co. Ltd.]]|url-status=dead|archive-url=https://web.archive.org/web/20150914064221/http://www.nintendo.co.jp/ir/pdf/2015/150914e.pdf|archive-date=September 14, 2015}}</ref> In his capacity as Creative Fellow, he provides feedback and guidance to game directors during development.<ref>{{cite web|first=Tamoor|last=Hussain|website=[[GameSpot]]|date=September 14, 2015|access-date=September 14, 2015|title=Nintendo Appoints New President|url=http://www.gamespot.com/articles/nintendo-appoints-new-president/1100-6430518/|archive-url=https://web.archive.org/web/20150916182414/http://www.gamespot.com/articles/nintendo-appoints-new-president/1100-6430518/|archive-date=September 16, 2015|url-status=live}}</ref><ref>{{Cite magazine |last=Reeves |first=Ben |date=June 18, 2017 |title=How Shigeru Miyamoto Influenced Mario Odyssey's Development |url=https://www.gameinformer.com/b/news/archive/2017/06/18/how-shigeru-miyamoto-influenced-mario-odyssey-s-development.aspx |url-status=live |archive-url=https://web.archive.org/web/20210903202635/https://www.gameinformer.com/b/news/archive/2017/06/18/how-shigeru-miyamoto-influenced-mario-odyssey-s-development.aspx |archive-date=September 3, 2021 |access-date=September 3, 2021 |magazine=[[Game Informer]]}}</ref> In 2018, it was announced that Miyamoto would be working as a producer on ''[[The Super Mario Bros. Movie]]'' based on the ''Mario'' franchise by [[Illumination (company)|Illumination]].<ref name="Mario movie">{{Cite web |url=https://www.engadget.com/2018-01-31-shigeru-miyamoto-will-co-produce-a-mario-anime.html |title= Shigeru Miyamoto will co-produce a 'Mario' animated movie|date= February 2018|access-date=July 1, 2020 |archive-url=https://web.archive.org/web/20200703145657/https://www.engadget.com/2018-01-31-shigeru-miyamoto-will-co-produce-a-mario-anime.html |archive-date=July 3, 2020 |url-status=live }}</ref> Miyamoto was heavily involved with the design and construction of [[Super Nintendo World]], a themed area featured at [[Universal Studios Japan]] and [[Universal Studios Hollywood]] and under construction at [[Universal Studios Singapore]] and [[Universal Epic Universe]]. Miyamoto oversaw the design and construction of the land and its attractions and acted as Nintendo's public representative on the land, hosting several promotional materials including a December 2020 [[Nintendo Direct]] in which he gave a tour of parts of the land.<ref>{{Cite web |url=https://blooloop.com/link/super-nintendo-world-universal-miyamoto/ |title=Miyamoto: Super Nintendo World will be "worth the wait"|access-date=July 1, 2020 |archive-url=https://web.archive.org/web/20200701120711/https://blooloop.com/link/super-nintendo-world-universal-miyamoto/ |archive-date=July 1, 2020 |url-status=live }}</ref>
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