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10/6/2018 Shigeru Miyamoto - Wikipedia

Shigeru Miyamoto
Shigeru Miyamoto (Japanese: 宮 本 茂 Hepburn: Miyamoto Shigeru,
Shigeru Miyamoto
born November 16, 1952[4]) (pronounced [mijamoto ɕiɡeɾɯ]) is a Japanese
video game designer and producer for the video game company Nintendo,
currently serving as one of its representative directors. He is best known as
the creator of some of the most critically acclaimed and best-selling video
games and franchises of all time, such as Mario, The Legend of Zelda, Star
Fox, F-Zero, Donkey Kong and Pikmin.

Miyamoto originally joined Nintendo in 1977, when the company was


beginning its foray into video games and starting to abandon the playing
cards it had made since 1889. His games have been prominently
showcased and widely anticipated as flagship titles of every Nintendo video
game console, with his earliest work appearing on arcade machines in the
late 1970s. He managed Nintendo's Entertainment Analysis &
Development software division, which developed many of the company's
first-party titles. As a result of Nintendo president Satoru Iwata's death in
July 2015, Miyamoto fulfilled the role of acting president alongside Genyo
Takeda until being formally appointed as the company's "Creative Fellow" Miyamoto at E3 2013
a few months later.[5]
Native name 宮本 茂
Born November 16, 1952
Sonobe, Kyoto,
Contents Japan
Early life Alma mater Kanazawa College of
Career Art
1977–1984: Arcade beginnings and Donkey Kong Occupation Game designer,
1985–1989: NES/Famicom, Super Mario Bros., and The Legend
of Zelda
game producer
1990–2000: SNES, Nintendo 64, Super Mario 64, and Ocarina of Title At Nintendo Co.
Time Ltd.:[1][2]
2000–2011: GameCube, Wii, and DS
Designer (1977–
2011–present: Wii U, 3DS, and Switch
1984)
Development philosophy General Manager of
Impact Nintendo EAD
Influence on the video game industry
(1984–2015)
Critical reception
Senior Executive
Commercial reception
Awards and recognition
(2002–2015)
Representative
Personal life
Director/Creative
Gameography
Fellow (2015–2017)
See also Representative
References Director/Fellow
External links (2017–)
Spouse(s) Yasuko Miyamoto
Children 2
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Early life Awards AIAS Hall of Fame


Award (1998)[3]
Miyamoto was born in the Japanese town of Sonobe, a rural town BAFTA Fellowship
northwest of Kyoto,[6] on November 16, 1952. His parents were of "modest (2010)
means," and his father taught the English language.[6]
Signature
From an early age, Miyamoto began to explore the natural areas around his
home. On one of these expeditions, Miyamoto came upon a cave, and, after
days of hesitation, went inside. Miyamoto's expeditions into the Kyoto
countryside inspired his later work, particularly The Legend of Zelda, a
seminal video game.[7]

Miyamoto graduated from Kanazawa Municipal College of Industrial Arts with a degree in industrial design[6] but no
job lined up. He also had a love for manga and initially hoped to become a professional manga artist before
considering a career in video games.[8] He was influenced by manga's classical kishōtenketsu narrative structure,[9] as
well as Western genre television shows.[10] The title that inspired him to enter the video game industry was the 1978
arcade hit Space Invaders.[11]

Career

1977–1984: Arcade beginnings and Donkey Kong


Nintendo, a relatively small Japanese company, had traditionally sold playing cards
I feel that I have been
and other novelties, although it had started to branch out into toys and games in the very lucky to be a game
mid-1960s. Through a mutual friend, Miyamoto's father arranged an interview with designer since the dawn
Nintendo president Hiroshi Yamauchi. After showing some of his toy creations, of the industry. I am not
an engineer, but I have
Miyamoto was hired in 1977 as an apprentice in the planning department.[6]
had the opportunities to
learn the principles of
Miyamoto went on to become the company's first artist.[6] He helped create the art game [design] from
for the company's first original coin-operated arcade video game, Sheriff.[13] He first scratch, over a long
helped the company develop a game with the 1980 release Radar Scope. The game period of time. And
because I am so
achieved moderate success in Japan, but by 1981, Nintendo's efforts to break it into pioneering and trying to
the North American video game market had failed, leaving the company with a large keep at the forefront, I
number of unsold units and on the verge of financial collapse. In an effort to keep the have grown accustomed
to first creating the very
company afloat, Nintendo president Hiroshi Yamauchi decided to convert unsold
tools necessary for game
Radar Scope units into a new arcade game. He tasked Miyamoto with the creation.
conversion,[14]:157 about which Miyamoto has said self-deprecatingly that "no one —Shigeru Miyamoto
else was available" to do the work.[15] Nintendo's head engineer, Gunpei Yokoi, (translated)[12]
supervised the project.[14]:158

Miyamoto imagined many characters and plot concepts, but eventually settled on a
love triangle between a gorilla, a carpenter, and a girl. 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.[6] Bluto
evolved into an ape, a form Miyamoto claimed was "nothing too evil or repulsive".[16]:47 This ape would be the pet of
the main character, "a funny, hang-loose kind of guy."[16]:47 Miyamoto also named "Beauty and the Beast" and the
1933 film King Kong as influences.[17]:36 Donkey Kong marked the first time that the formulation of a video game's
storyline preceded the actual programming, rather than simply being appended as an afterthought.[17]:38 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

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design as too complex.[16]:47–48 Yokoi suggested using see-saws to catapult the hero across the screen; however, this
proved too difficult to program. Miyamoto next thought of using sloped 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.[17]:38–39 When the game was sent to Nintendo of America for testing, the sales manager disapproved of its vast
differentiation from the maze and shooter games common at the time.[16]: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. The playable character, initially "Jumpman", was eventually named for Mario
Segale, the warehouse landlord.[16]: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.[17]:212

Donkey Kong was a success, leading Miyamoto to work on sequels Donkey Kong Jr. in 1982 and Donkey Kong 3 in
1983. In his next game, he reworked the Donkey Kong character Jumpman into Mario, and gave him 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.[18]
Miyamoto felt that New York City provided the best setting for the game, with its "labyrinthine subterranean network
of sewage pipes". The two-player mode and other aspects of gameplay were partially inspired by an earlier video game
entitled Joust.[19] To date, games in the Mario Bros. franchise have been released for more than a dozen platforms.[20]
Shortly after, Miyamoto also worked the character sprites and game design for the Baseball, Tennis, and Golf games
on the NES.[21]

1985–1989: NES/Famicom, Super Mario Bros., and The Legend of Zelda


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 momentous 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 (an entirely original title).

In both games, Miyamoto decided to focus more on gameplay than on high


Miyamoto's Super Mario Bros. was
scores, unlike many games of the time.[7] Super Mario Bros. largely took a bundled with the NES in America.
linear approach, with the player traversing the stage by running, jumping, The game and the system are
and dodging or defeating enemies.[22][23] By contrast, Miyamoto employed credited with helping to bring North
nonlinear gameplay in The Legend of Zelda, forcing the player to think America out of the slump of the
their way through riddles and puzzles.[24] The world was expansive and 1983 game industry crash.

seemingly endless, offering "an array of choice and depth never seen before
in a video game."[6] 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."[7] He
drew his inspiration from his experiences as a boy around Kyoto, where he explored nearby fields, woods, and caves;
each Zelda title embodies this sense of exploration.[7] "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."[16]:51 He
recreated his memories of becoming lost amid the maze of sliding doors in his family home in Zelda's labyrinthine
dungeons.[16]:52 In February 1986, Nintendo released the game as the launch title for the Nintendo Entertainment
System's new Disk System peripheral.

Miyamoto worked on various different games for the Nintendo Entertainment System, including Ice Climber, Kid
Icarus, Excitebike, and Devil World. He also worked on sequels to both Super Mario Bros and The Legend of Zelda.
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
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found to be frustratingly difficult and otherwise little more than a modification of Super Mario Bros. Rather than risk
the franchise's popularity, they cancelled 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.[25] 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 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 areas within a larger world map rather than the bird's eye
view of the previous title. The game incorporates a strategic combat system and more RPG elements, including an
experience points (EXP) system, magic spells, and more interaction with non-player characters (NPCs). Link has extra
lives; no other game in the series includes this feature.[26] 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 view. These separate methods of traveling and entering combat are one of many
aspects adapted from the role-playing genre.[26] 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 platforming elements to a considerable degree.

Soon after, Super Mario Bros. 3 was developed by Nintendo Entertainment Analysis & Development; the game took
more than two years to complete.[27] The game offers numerous modifications on the original Super Mario Bros.,
ranging from costumes with different abilities to new enemies.[27][28] 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.[27] The Koopalings' names were later altered to mimic names of well-known, Western musicians in the
English localization.[27] 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.

1990–2000: SNES, Nintendo 64, Super Mario 64, and Ocarina of Time
A merger between Nintendo's various internal research and development
teams led to the creation of Nintendo Entertainment Analysis &
Development (Nintendo EAD), which Miyamoto headed. Nintendo EAD
had approximately fifteen months to develop F-Zero, one of the launch
titles for the Super Nintendo Entertainment System.[29] Miyamoto worked
through various games on the Super Nintendo Entertainment System, one
of them 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.[30][31] Using this new Miyamoto was responsible for the
hardware, Miyamoto and Katsuya Eguchi designed the Star Fox game with controller design of the Super
Famicom/Nintendo. Its L/R buttons
an early implementation of three-dimensional graphics.[32]
were an industry first and have
Miyamoto produced two major Mario titles for the system. The first, Super since become commonplace.
Mario World, was a launch title and was bundled with Super Nintendo
Entertainment System consoles. It featured an overworld as in Super
Mario Bros. but introduced a new character, Yoshi, who would go on to appear in various other Nintendo games. The

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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 Co.; it took nearly a year to develop the graphics.[33] The
story takes place in a newly rendered Mushroom Kingdom based on the Super Mario Bros. series.

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.

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), the initial video games in the Pokémon series. Pokémon would
go on to be one of the most popular entertainment franchises in the world, spanning video games, anime, and various
other merchandise.[34]

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 titles, was Super Mario 64, for which he was the principal director. In developing the
game, he began with character design and the 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.[35] The
original concept involved a fixed path much like an isometric type game, before the choice was made to settle on a
free-roaming 3D design.[35] He guided the design of the Nintendo 64 controller in tandem with that of Super Mario
64.

Using what he had learned about the Nintendo 64 from developing Super Mario 64 and Star Fox 64,[10] Miyamoto
produced his next game, The Legend of Zelda: Ocarina of Time, leading a team of several directors.[36] 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.[37] The team was new to 3D games, but assistant director Makoto Miyanaga recalls a
sense of "passion for creating something new and unprecedented".[38] 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.

Miyamoto worked on a variety of Mario series spin-offs for the Nintendo 64, including Mario Kart 64 and Mario
Party.

2000–2011: GameCube, Wii, and DS


Miyamoto produced various games for the GameCube, including the launch title Luigi's Mansion. The game was first
revealed at Nintendo Space World 2000 as a technical demo designed to show off the graphical capabilities of the
GameCube.[39] 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 E3 2001 with the GameCube console.[40] 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.[41] In this time he developed Pikmin and its sequel Pikmin 2,
based on his experiences gardening.[6] 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.[42][43][44] With the help of Hideo
Kojima, he guided the developers of Metal Gear Solid: The Twin Snakes.[45] He helped with many games on the
Nintendo DS, including the remake of Super Mario 64, Super Mario 64 DS, and the new game Nintendogs, a new
franchise based on his own experiences with dogs.[46]

Miyamoto played a major role in the development of the Wii, a console that popularized motion control gaming, and
its launch title Wii Sports, which helped show the capability of the new control scheme. Miyamoto went on to produce
other titles in the Wii series, including Wii Fit. His inspiration for Wii Fit was to encourage conversation and family
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bonding.[6]

At 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 titles
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, New Super Mario Bros. Wii, and Super Mario
Galaxy 2.

Miyamoto holding up a Wii Remote


at E3 2006
2011–present: Wii U, 3DS, and Switch
Miyamoto produced both Super Mario 3D Land and Luigi's Mansion:
Dark Moon for the 3DS, and Pikmin 3 for the Wii U.

Following the death of Nintendo president Satoru Iwata in July 2015, Miyamoto was appointed as an acting
Representative Director, alongside Genyo Takeda.[47] 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.[2][48]

Miyamoto served as a creative director on the 2017 game Super Mario Odyssey, as opposed to serving as one of its
producers, and is credited as being a major influence on the game's development.[49]

Development philosophy
Miyamoto, and Nintendo as a whole, do not use focus groups. Instead, Miyamoto
figures out if a game is fun for himself. He says that if he enjoys it, others will too.[6] People have paid me a
lot of lip service, calling
He elaborates, citing the conception of the Pokémon series as an example, "And that's me a genius story teller
the point – Not to make something sell, something very popular, but to love or a talented animator,
something, and make something that we creators can love. It's the very core feeling and have gone so far as
to suggest that I try my
we should have in making games."[50] Miyamoto wants players to experience kyokan;
hand at movies, since
he wants "the players to feel about the game what the developers felt themselves."[6] my style of game design
is, in their words, quite
He then tests it with friends and family. He encourages younger developers to similar to making
consider people who are new to gaming, for example by having them switch their movies. But I feel that I
am not a movie maker,
dominant hand with their other hand to feel the experience of an unfamiliar game.[6] but rather that my
strength lies in my
Miyamoto's philosophy does not focus on hyper-realistic graphics, although he pioneering spirit to
realizes they have their place. He is more focused on the game mechanics, such as the make use of technology
choices and challenges in the game.[6] Similar to how manga artists subverted their
to create the best,
interactive commodities
genre, Miyamoto hopes to subvert some of the basic principles he had popularized in possible, and use that
his early games, retaining some elements but eliminating others.[6] interactivity to give
users a game they can
His use of real-time rendered cinematics (not prerendered video) serves both his own enjoy and play
comfortably.
rapidly interactive development process with no rendering delays, and the player's
interaction with the game's continuity. He prefers to change his games right until

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they are finalized, and to make "something unique and unprecedented". He prefers —Shigeru Miyamoto
the game to be interactively fun rather than have elaborate film sequences, stating in (translated)[12]
1999, "I will never make movie-like games";[50] therefore, the more than 90 total
minutes of short cutscenes interspersed throughout Ocarina of Time[12] deliver more
interactive cinematic qualities.[50][51]:5 His vision mandates a rapid and malleable development process with small
teams, as when he directed substantial changes to the overall game scenario in the final months of the development of
Ocarina of Time. He said, "The reason behind using such a simple process, as I am sure you have all experienced in
the workshop, is that there is a total limit on team energy. There is a limit to the work a team can do, and there is a
limit to my own energy. We opted not to use that limited time and energy on pre-rendered images for use in cinema
scenes, but rather on tests on other inter-active elements and polishing up the game".[12]

For these reasons, he opposes prerendered cutscenes.[12][10][50][12] Of Ocarina of Time, he says "we were able to make
use of truly cinematic methods with our camera work without relying on [prerendered video]."[12]

In 2003, he described his "fundamental dislike" of the role-playing game (RPG) genre: "I think that with an RPG you
are completely bound hand and foot, and can't move. But gradually you become able to move your hands and legs...
you become slightly untied. And in the end, you feel powerful. So what you get out of an RPG is a feeling of happiness.
But I don't think they're something that's fundamentally fun to play. With a game like that, anyone can become really
good at it. With Mario though, if you're not good at it, you may never get good."[52]

Impact
Time called Miyamoto "the Spielberg of video games"[53] and "the father of
modern video games,"[11] while The Daily Telegraph says he is "regarded
by many as possibly the most important game designer of all time."[54]
GameTrailers called him "the most influential game creator in history."[55]
Miyamoto has significantly influenced various aspects of the medium. The
Daily Telegraph credited him with creating "some of the most innovative,
ground breaking and successful work in his field."[54] Many of Miyamoto's
works have pioneered new video game concepts or refined existing ones.
Takashi Tezuka, Miyamoto, and Koji
Miyamoto's games have received outstanding critical praise, some being
Kondo, 2015
considered the greatest games of all time.

Miyamoto's games have also sold very well, becoming some of the best-
selling games on Nintendo consoles and of all time. As of 1999, his games had sold 250 million units and grossed
billions of dollars.[54]

Calling him one of the few "video-game auteurs," The New Yorker credited Miyamoto's role in creating the franchises
that drove console sales, as well as designing the consoles themselves. They described Miyamoto as Nintendo's
"guiding spirit, its meal ticket, and its playful public face," noting that Nintendo might not exist without him.[6] The
Daily Telegraph similarly attributed Nintendo's success to Miyamoto more than any other person.[54] Next
Generation listed him in their "75 Most Important People in the Games Industry of 1995", elaborating that, "He's the
most successful game developer in history. He has a unique and brilliant mind as well as an unparalleled grasp of what
gamers want to play."[56]

Influence on the video game industry


Miyamoto's best known and most influential title, Super Mario Bros., "depending on your point of view, created an
industry or resuscitated a comatose one."[6] The Daily Telegraph called it "a title that set the standard for all future
videogames."[54] G4 noted its revolutionary gameplay as well as its role in "almost single-handedly" rescuing the video

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game industry.[57] The title also popularized the side-scrolling genre of video games. The New Yorker described Mario
as the first folk hero of video games, with as much influence as Mickey Mouse.[6]

GameSpot featured The Legend of Zelda as one of the 15 most influential games of all time, for being an early example
of open world, nonlinear gameplay, and for its introduction of battery backup saving, laying the foundations for later
action-adventure games like Metroid and role-playing video games like Final Fantasy, while influencing most modern
games in general.[58] In 2009, Game Informer called The Legend of Zelda "no less than the greatest game of all time"
on their list of "The Top 200 Games of All Time", saying that it was "ahead of its time by years if not decades".[59]

At the time of the release of Star Fox, the use of filled, three-dimensional polygons in a console game was very
unusual, apart from a handful of earlier titles.[60] Due to its success, Star Fox has become a Nintendo franchise, with
five more games and numerous appearances by its characters in other Nintendo games such as the Super Smash Bros.
series.

His game Super Mario 64 has made a lasting impression on the field of 3D game design, particularly notable for its
use of a dynamic camera system and the implementation of its analog control.[61][62][63] The Legend of Zelda: Ocarina
of Time's gameplay system introduced features such as a target lock system and context-sensitive buttons that have
since become common elements in 3D adventure games.[64][65]

The Wii, which Miyamoto played a major role in designing, is the first wireless motion-controlled video game
console.[6]

Critical reception
Miyamoto's games have received outstanding critical praise, and are widely considered among the greatest of all
time.[6]

Games in Miyamoto's The Legend of Zelda series have received outstanding critical acclaim. A Link to the Past is a
landmark title for Nintendo and is widely considered today to be one of the greatest video games of all time. Ocarina
of Time is widely considered by critics and gamers alike to be one of the greatest video games ever made.[66][67][68][69]
Twilight Princess was released to universal critical acclaim, and is the third highest-rated title for the Wii.[70] It
received perfect scores from major publications such as CVG, Electronic Gaming Monthly, Game Informer,
GamesRadar, and GameSpy.[71][72][73][74][75]

Super Mario 64 is acclaimed by many critics and fans as one of the greatest and most revolutionary video games of all
time.[76][77][78][79][80][81]

According to Metacritic, Super Mario Galaxy and Super Mario Galaxy 2 are the first- and second-highest rated games
for the Wii.[70]

A 1995 article in Maximum stated that "in gaming circles Miyamoto's name carries far more weight than Steven
Spielberg's could ever sustain."[82]

Commercial reception
Miyamoto's games have sold very well, becoming some of the best-selling games on Nintendo consoles and of all time.

Miyamoto's Mario series is, by far, the best-selling video game franchise of all time, selling over 400 million units.
Super Mario Bros. is the second best-selling video game of all time. Super Mario Bros., Super Mario Bros. 3, and
Super Mario Bros. 2 were, respectively, the three best-selling games for the Nintendo Entertainment System. Levi
Buchanan of IGN considered Super Mario Bros. 3's appearance in the film The Wizard as a show-stealing element,
and referred to the movie as a "90-minute commercial" for the game.[83] Super Mario World was the best-selling game
for the Super Nintendo Entertainment System.[84][85] Super Mario 64 was the best-selling Nintendo 64 game,[86] and

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as of May 21, 2003, the game had sold eleven million copies.[87] At the end of 2007, Guinness World Records reported
sales of 11.8 million copies. As of September 25, 2007, it was the seventh best-selling video game in the United States
with six million copies sold.[88] By June 2007, Super Mario 64 had become the second most popular title on Wii's
Virtual Console, behind Super Mario Bros.[89] Super Mario Sunshine was the third best-selling video game for the
Nintendo GameCube.

The original game in The Legend of Zelda series was the fifth best-selling game for the Nintendo Entertainment
System. The Wind Waker was the fourth best-selling game for the Nintendo GameCube. Twilight Princess
experienced commercial success. In the PAL region, which covers most of Asia, Africa, South America, Australia, New
Zealand, and most of Western Europe, Twilight Princess is the best-selling Zelda game ever. During its first week, the
game was sold with three out of every four Wii purchases.[90] The game had sold 4.52 million copies on the Wii as of
March 1, 2008,[91] and 1.32 million on the GameCube as of March 31, 2007.[92]

The Mario Kart series has sold well. Super Mario Kart is the third best-selling video game for the Super Nintendo
Entertainment System. Mario Kart 64 is the second best-selling Nintendo 64 game. Mario Kart: Double Dash‼ is the
second best selling game for the GameCube, and Mario Kart Wii, which is the second best selling game for the Wii.

Miyamoto produced Wii Sports, another of the best-selling games of all time and part of the Wii series.

Awards and recognition


The name of the main character of the PC game Daikatana, Hiro Miyamoto, is a
[Miyamoto] approaches
homage to Miyamoto.[93] The character Gary Oak from the 'Pokémon anime series is the games playfully,
named Shigeru in Japan and is the rival of Ash Ketchum (called Satoshi in Japan). which seems kind of
Pokémon creator Satoshi Tajiri was mentored by Miyamoto. obvious, but most
people don't. And he
In 1998, Miyamoto was honored as the first person inducted into the Academy of approaches things from
the players' point of
Interactive Arts and Sciences' Hall of Fame.[94] In 2006, Miyamoto was made a view, which is part of
Chevalier (knight) of the French Ordre des Arts et des Lettres by the French Minister his magic.
of Culture Renaud Donnedieu de Vabres.[95] Will Wright, The New
Yorker[6]
On November 28, 2006, Miyamoto was featured in TIME Asia's "60 Years of Asian
Heroes".[96] He was later chosen as one of Time Magazine's 100 Most Influential
People of the Year in both 2007[97] and also in 2008, in which he topped the list with
a total vote of 1,766,424.[98] At the Game Developers Choice Awards, on March 7, 2007, Miyamoto received the
Lifetime Achievement Award "for a career that spans the creation of Super Mario Bros. and The Legend of Zelda, and
Donkey Kong to the company's recent revolutionary systems, Nintendo DS and Wii."[99] GameTrailers and IGN placed
Miyamoto first on their lists for the "Top Ten Game Creators" and the "Top 100 Game Creators of All Time"
respectively.[100][101]

In a survey of game developers by industry publication Develop, 30% of the developers, by far the largest portion,[6]
chose Miyamoto as their "Ultimate Development Hero".[102] Miyamoto has been interviewed by companies and
organizations such as CNN's Talk Asia.[103] He was made a Fellow of BAFTA at the British Academy Video Games
Awards on March 19, 2010.[104] In 2012, Miyamoto was also the first interactive creator to be awarded the highest
recognition in Spain, the Prince of Asturias Award, in the category of Communications and Humanities.[105][106]

Personal life
Miyamoto has a wife, Yasuko, and two children. His son was 25 in 2010 and worked at an advertising agency. His
daughter was 23 in 2010 and was studying zoology at the time. His children played video games in their youth, but he
also made them go outside. Although he knows some English, he is not fluent and prefers to speak in Japanese for
interviews.[6]
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Miyamoto does not generally sign autographs, out of concern that he would be inundated. He also does not appear on
Japanese television, so as to remain anonymous. More foreign tourists than Japanese people approach him.[6]

Miyamoto spends little time playing video games in his personal time, preferring to play the guitar, mandolin, and
banjo.[107] He avidly enjoys bluegrass music.[6] He has a Shetland Sheepdog named Pikku that provided the inspiration
for Nintendogs.[108] He is also a semi-professional dog breeder.[109] He has been quoted as stating, "Video games are
bad for you? That's what they said about rock and roll."[110]

Miyamoto enjoys rearranging furniture in his house, even late at night.[6] He also stated that he has a hobby of
guessing the dimensions of objects, then checking to see if he was correct, and reportedly carries a measuring tape
with him everywhere.[111] In December 2016, Miyamoto showcased his hobby on The Tonight Show Starring Jimmy
Fallon, while also performing the Super Mario Bros. theme on guitar with The Roots during the same show.[112][113]

Gameography

See also
Shigeru Miyamoto – Wikipedia book

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External links
Shigeru Miyamoto (https://www.imdb.com/name/nm0594427/) on IMDb
Shigeru Miyamoto (https://web.archive.org/web/20170721153007/https://miiverse.nintendo.net/users/ShigeruMiya
moto) on Nintendo Miiverse
"Master of Play" (http://www.newyorker.com/reporting/2010/12/20/101220fa_fact_paumgarten) profile in the New
Yorker, December 20, 2010
New York Times profile (https://www.nytimes.com/2008/05/25/arts/television/25schi.html?em&ex=1211947200&e
n=2e7defd6e2df859a&ei=5087%0A), May 25, 2008
Video profile of Shigeru Miyamoto (https://web.archive.org/web/20110715005452/http://www.onnetworks.com/vide
os/play-value/shigeru-miyamoto) at the Wayback Machine (archived July 15, 2011) from the digital TV series Play
Value

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