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===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" />
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