Shigeru Miyamoto

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Shigeru Miyamoto bigraphy, stories - Video game designer for Nintendo

Shigeru Miyamoto : biography

11-16-1952 –
is a Japanese video game designer and producer for Nintendo. He is best known as the creator of some of the most successful video game franchises of all time, including Mario, Donkey Kong, The Legend of Zelda, Star Fox, F-Zero, Pikmin, and the Wii series. Miyamoto was born and raised in Kyoto Prefecture; the natural surroundings of Kyoto inspired much of Miyamoto's later work. 

He currently manages the Nintendo Entertainment Analysis and Development branch, which handles many of Nintendo’s top-selling titles. Miyamoto’s games have been seen on every Nintendo video game console, with his earliest work appearing on arcade machines. His games have received critical praise from many reviewers, and he has been the recipient of various awards. He has a wife, Yasuko, and two children.

Early life

Miyamoto was born in the Japanese town of Sonobe, Kyoto on November 16, 1952. Miyamoto’s later work was greatly influenced by his childhood experiences in the town. From an early age, he began to explore the forest 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 Nintendo Entertainment System version of The Legend of Zelda. Miyamoto graduated from Kanazawa Municipal College of Industrial Arts with no job lined up. He also had a love for manga and initially intended to become a professional manga artist before considering a career in video games, where the manga influence in his work would later be evident. The title that inspired him to enter the video game industry was the 1978 arcade hit Space Invaders.

Career

1979–1984

When the Nintendo company began branching out, Miyamoto helped create the art for the company’s first original coin-operated arcade video game, Sheriff. He first helped the company develop a game with the release Radar Scope. The game achieved moderate success in Japan, but by , Nintendo’s efforts to break it into the North American video game market had been a complete failure, leaving the company with a large number of unsold units and on the verge of financial collapse. In an effort to keep the company afloat, Nintendo president Hiroshi Yamauchi decided to convert unsold Radar Scope units into a new arcade game. He tasked Miyamoto with the conversion,Kent 157. with Nintendo’s head engineer, Gunpei Yokoi supervising the project.Kent 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. Bluto evolved into an ape, a form Miyamoto claimed was "nothing too evil or repulsive". This ape would be the pet of the main character, "a funny, hang-loose kind of guy."Both quotes from Sheff 47. Miyamoto also named "Beauty and the Beast" and the 1933 film King Kong as influences.Kohler 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.Kohler 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 design as too complex.Sheff 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.Kohler 38–39. When the game was sent to Nintendo of America for testing, the sales manager hated it for being too different from the maze and shooter games common at the time.Sheff 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.Sheff 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.Kohler 212.