Shigeru Miyamoto

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Shigeru Miyamoto

Born November 16, 1952 (1952-11-16) (age 55)
Sonobe, Kyoto (now Nantan, Kyoto)
Occupation Senior marketing director, Nintendo
General manager, Nintendo Entertainment Analysis and Development.
Spouse Yasuko Miyamoto

Shigeru Miyamoto (宮本 茂 Miyamoto Shigeru?, born November 16, 1952) is a video game designer. He is the creator of the Mario, Donkey Kong, The Legend of Zelda, Star Fox, Nintendogs, Wave Race, and Pikmin video game series for Nintendo game systems. He has also produced many titles published by Nintendo on behalf of other developers, including the successful F-Zero, and the Animal Crossing games.

Miyamoto is the world's most celebrated game designer, and is often called the "father of modern video gaming". Video games designed by him typically feature refined control-mechanics, intuitive gameplay, simplistic story lines and imaginative worlds, in which the players are encouraged to discover things for themselves.

Employed by Nintendo (then producing and marketing a playing card game called Hanafuda) as an artist, in 1980 he was given the task of designing one of their first coin-op arcade games. The resulting title was Radar Scope[1], which was not as big of a success in the United States as Nintendo hoped for. He later redesigned the game into Donkey Kong which was a huge success and the game's lead character, Jump Man—now called Mario—has become Nintendo's mascot. Miyamoto quickly became Nintendo's star producer designing many franchises for the company, most of which are still active and very well-regarded.

He is currently the Director and General Manager of Nintendo Entertainment Analysis and Development (EAD), the corporate sector of Nintendo. In 1998, Miyamoto became the first person to be inducted into the Academy of Interactive Arts and Sciences' Hall of Fame.

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Shigeru Miyamoto was born in Sonobe (now Nantan), Kyoto, Japan, the second child of Iijake Miyamoto and Hinako Aruha. As a young boy, Miyamoto loved to draw, paint pictures and explore the landscape surrounding his house. Stories describe his fascinated discovery of hidden caves, lakes, and other natural features which were linked to his later work. The Legend of Zelda in particular took inspiration from his childhood exploration.[2] As a child Miyamoto was menaced by a neighbour's dog, kept at bay by a chain attached to a post - inspiring the Chain Chomp enemy from the Mario series.[3] In 1970, he enrolled in the Kanazawa College of Art, and graduated five years later - though he would later remark that his studies often took a backseat to doodling. Miyamoto was said to have an 'eclectic taste' in music for his age, being interested in such groups as the Loving Spoonful, the Nitty Gritty Dirt Band, and The Beatles. In 1977, with a degree in industrial design, Miyamoto arranged a meeting with Hiroshi Yamauchi, head of Nintendo of Japan and also friend of his father. Yamauchi hired Miyamoto as a "staff artist" and assigned him to the planning department.

In 1980, the fairly new Nintendo of America was looking for a hit to establish itself as a player in the growing arcade market. After successful location tests using prototypes, then-NoA CEO Minoru Arakawa ordered a very large number of units of the arcade game Radar Scope. But by the time the arcade machines could be produced and shipped to the U.S., interest had vapourised, and the game flopped. To stay afloat and clear the costly inventory of Radar Scope, Nintendo of America desperately needed a smash-hit game that the unsold machines could be converted to play. Yamauchi assigned Miyamoto the task of creating the required game.

After Miyamoto had consulted with some of the company's engineers, and composed the music himself on a small electronic keyboard, Donkey Kong was fully conceptualized. When the game was complete, the chips containing the new program were rushed to the U.S. and Nintendo employees worked around the clock to convert the Radar Scope machines. It was fortunate that Nintendo had so many units on hand, because Donkey Kong was an overnight success, and not only saved the company, but introduced a character who would be immortally identified with Nintendo.

The three famous characters Miyamoto created for the game were Donkey Kong, Jump Man, and Lady. It was Jump Man, a character who would later be known as Mario, that has found the most success, and since his début in Donkey Kong he has appeared in more than 100 games spanning over a dozen gaming platforms.

Miyamoto is usually listed as "producer" in the credits of Mario games. The few exceptions include the Super Mario Land series for the Game Boy, which he had virtually nothing to do with. (Gunpei Yokoi, Miyamoto's mentor, produced the Super Mario Land series.) In early U.S. releases of a few Mario games, he was sometimes credited as "Miyahon", a mistransscription of the kanji in his name ( — which can be read as either hon or moto). The misread surname was Miyamoto's development nickname in the 1980s (having a nickname was a common practice among Japanese game developers at the time).

At E3's convention in 1997, Miyamoto revealed that he was constantly working with around four hundred people on a dozen or so projects at a time.[4]

Despite being an influential figure in video games and responsible for multi-million dollar franchises, Miyamoto is said to be very humble, insisting on settling for an average income, and often rides a bicycle to work.

Holding the intellectual reins of the Wii was Miyamoto's first taste of the hardware battle. He has claimed his peers within the industry have been "too focused on hardcore gamers". His belief that his project could out-sell PlayStation 3 and Xbox 360 is influenced by his business motto; "Games should be something everybody wants to play". However, he admits changes had to be made before the Wii was a serious contender. "There was a time when Nintendo was not influencing the world in the way it would have liked", Miyamoto claims, "That's why I've spent so much time trying to find new, exciting control systems we can use."

In the first 6 months of straight competition, Wii outsold both its rivals, with gamers buying more than twice as many as Xbox 360 and four times as many as Playstation 3. When asked about his vision of rivalry in the future, he has high hopes for his team. He says, "My dream is that the Wii becomes this device everybody sees as being the natural thing next to the TV."[5]

Miyamoto has recently completed development for Wii Fit for the Wii and has supervised Mario and Sonic at the Olympic Games for the Wii and Nintendo DS. Both versions of the latter are being developed by Sega, not Nintendo. Miyamoto unveiled Wii Fit at E3 2007, which is believed he's finished developing along with Mario and Sonic at the Olympic Games as both games have been released.

Miyamoto also said in July 2007 he'll focus his attention on helping develop Wii Music and Mario Kart Wii after he's completed developing Wii Fit and Super Mario Galaxy. He also pointed out in an interview that he likes to focus on "games in order, one by one" rather than concentrating on many games at once[6].


Although a game designer, he hardly spends time playing games as his messianic duties are too time consuming.[7] During his spare time, Miyamoto also plays the guitar and banjo. [8] Shigeru Miyamoto has two children with his wife, Yasuko Miyamoto, who was general manager of Nintendo of Japan in 1977. Neither of their children has expressed a desire to go into the family business. He claims that Yasuko doesn't like video games, but she is beginning to enjoy playing games like Brain Age and using the Wii's Everybody Votes Channel.[9] Miyamoto has a Shetland Sheepdog named Pikku (pronounced Pick) that was the inspiration for Nintendogs. [10] The dog is also honoured in the name of Miyamoto's Pikmin series.

As Producer and R&D member of several games, Miyamoto has had Nintendo implement delays "in order to make a game [...] of the high quality standards that Nintendo is known for."[11] At times, the entire development of a game is scrapped.

Miyamoto and fellow developers refer to this scrapping as "Chabudai Gaeshi" (ちゃぶ台返し, "upending the tea table"), a reference to manga and anime Star of the Giants.[12] It is also referred to as "Miyahon Check" (Miyahon is an alternative kanji reading of Miyamoto) or "Miyamoto Test".[13]

  • "Twinkle Popo" was a completed product with a pre-order of 26,000 units. It was supposed to be released under the game's developer, HAL Laboratory. Miyamoto intervened arguing that, with a tiny bit of tweaking, it would become a great game. After cancelling the pre-order, the game was eventually released under Nintendo with the title Kirby's Dream Land, selling 5 million units globally.
  • The Legend of Zelda: Ocarina of Time was supposed to be released immediately after the release of the Nintendo 64 (Japanese release date, 6 June 1996). Instead, Miyamoto, who was the producer, repeatedly ordered the game to be redone, resulting in numerous announcements of delays by Nintendo until the game's eventual release on 21 November 1998. Ocarina of Time sold over 7.6 million units and has the highest average review score of any game ever made.
  • Eiji Aonuma was initially the producer of The Legend of Zelda: Twilight Princess. However, between 2005 to 2006, Miyamoto replaced him. He stated that the switch was the result of a year-long development being "Chabudai Gaeshi"ed. [14] In the same interview, Miyamoto said that he had to clean up the mess of his Chabudai Gaeshi, so he joined in as a producer and also to assist in the development of the GameCube and Wii consoles, and has received tremendous critical acclaim and commercial success in the Western markets.

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