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===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]]''.
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