Shigeru Miyamoto
Shigeru Miyamoto was born in Sonobe, Kyōto Prefecture, Japan on November 16th, 1952 and is the Game Designer. At the age of 71, Shigeru Miyamoto biography, profession, age, height, weight, eye color, hair color, build, measurements, education, career, dating/affair, family, news updates, and networth are available.
At 71 years old, Shigeru Miyamoto physical status not available right now. We will update Shigeru Miyamoto's height, weight, eye color, hair color, build, and measurements.
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.
Miyamoto helped create the art for the coin-operated arcade game, Sheriff. He first helped the company 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 convert unsold Radar Scope units into a new arcade game. He tasked Miyamoto with the conversion,: 157 about which Miyamoto has said self-deprecatingly that "no one else was available" to do the work. Nintendo's head engineer, Gunpei Yokoi, supervised the project.: 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. Bluto evolved into an ape, a form Miyamoto claimed was "nothing too evil or repulsive".: 47 This ape would be the pet of the main character, "a funny, hang-loose kind of guy".: 47 Miyamoto also named "Beauty and the Beast" and the 1933 film King Kong as influences.: 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.: 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 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.: 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.: 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.: 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.: 212
Donkey Kong was a success, leading Miyamoto to work on sequels Donkey Kong Jr. in 1982 and Donkey Kong 3 in 1983. In January 1983, the 1982 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. 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. 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. Shortly after, Miyamoto also worked the character sprites and game design for the Baseball, Tennis, and Golf games on the NES.
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 scores, unlike many games of the time. Super Mario Bros. largely took a linear approach, with the player traversing the stage by running, jumping, and dodging or defeating enemies. 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 (1984). 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.
By contrast, Miyamoto employed nonlinear gameplay in The Legend of Zelda, forcing the player to think their way through riddles and puzzles. The world was expansive and seemingly endless, offering "an array of choice and depth never seen before in a video game." 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." 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. "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.": 51 He recreated his memories of becoming lost amid the maze of sliding doors in his family home in Zelda's labyrinthine dungeons.: 52 In February 1986, Nintendo released it as the launch game for the Nintendo Entertainment System's new Disk System peripheral.
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. 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 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. 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.
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. 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. 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. The game offers numerous modifications on the original Super Mario Bros., ranging from costumes with different abilities to new enemies. 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. The Koopalings' names were later altered to mimic names of well-known, Western musicians in the English localization. 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.
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. 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. Using this new hardware, Miyamoto and Katsuya Eguchi designed the Star Fox game with an early implementation of three-dimensional graphics.
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; it took nearly a year to develop the graphics. 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. He also acted as the producer for these games and worked on social gameplay concepts such as trading. Pokémon would go on to be one of the most popular entertainment franchises in the world, spanning video games, anime, and various other merchandise.
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 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. 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. 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, Miyamoto produced his next game, The Legend of Zelda: Ocarina of Time, leading a team of several directors. 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. The team was new to 3D games, but assistant director Makoto Miyanaga recalls a sense of "passion for creating something new and unprecedented". 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.
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 technical demo designed to show off the graphical capabilities of the GameCube. 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. 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. In this time he developed Pikmin and its sequel Pikmin 2, based on his experiences gardening. 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. With the help of Hideo Kojima, he guided the developers of Metal Gear Solid: The Twin Snakes. 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.
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 series, including Wii Fit. His inspiration for Wii Fit was to encourage conversation and family bonding.
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 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, New Super Mario Bros. Wii, and Super Mario Galaxy 2.
Unlike in the 2000s in which he was involved on 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 in that decade. 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. 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. In his capacity as Creative Fellow, he provides feedback and guidance to game directors during development.
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.
Miyamoto was heavily involved with the design and construction of Super Nintendo World, a themed area featured at Universal Studios Japan and under construction at Universal Studios Hollywood and Universal's 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.