Shigeru Miyamoto
Shigeru Miyamoto | |
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宮本 茂 | |
![]() Miyamoto in 2015 | |
Born | Sonobe, Kyoto, Japan | November 16, 1952
Alma mater | Kanazawa College of Art |
Occupations |
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Employer | Nintendo EAD (1984–2015) |
Spouse | Yasuko Miyamoto |
Children | 2 |
Awards | AIAS Hall of Fame Award (1998)[2] BAFTA Fellowship (2010) Person of Cultural Merit (2019) |
Signature | |
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Shigeru Miyamoto (Japanese: 宮本 茂, Hepburn: Miyamoto Shigeru, born November 16, 1952) is a Japanese video game designer, producer and game director at Nintendo, where he has served as one of its representative directors as an executive since 2002. Widely regarded as one of the most accomplished and influential designers in video games, he is the creator of some of the most acclaimed and best-selling game franchises of all time, including Mario, The Legend of Zelda, Donkey Kong, Star Fox and Pikmin. More than 1 billion copies of games featuring franchises created by Miyamoto have been sold.
Born in Sonobe, Kyoto, Miyamoto graduated from Kanazawa Municipal College of Industrial Arts. He originally sought a career as a manga artist, until developing an interest in video games. With the help of his father, he joined Nintendo in 1977 after impressing the president, Hiroshi Yamauchi, with his toys.[3] He helped create art for the arcade game Sheriff,[4] and was later tasked with designing a new arcade game, leading to the 1981 game Donkey Kong.
Miyamoto's games
Early life

Miyamoto was born on November 16, 1952, in the Japanese town of Sonobe, Kyoto Prefecture.[3] His parents were of "modest means", and his father taught English.[3]
From an early age, Miyamoto explored the natural areas around his home. He discovered a cave, and, after days of hesitation, went inside. His expeditions into the Kyoto countryside inspired his later work, particularly The Legend of Zelda, a seminal video game.[6]
In the early 1970s, Miyamoto graduated from
Career
1977–1984: Arcade beginnings and Donkey Kong
I feel that I have been very lucky to be a game designer since the dawn of the industry. I am not an engineer, but I have had the opportunities to learn the principles of game [design] from scratch, over a long period of time. And because I am so pioneering and trying to keep at the forefront, I have grown accustomed to first creating the very tools necessary for game creation.
— Shigeru Miyamoto (translated)[11]
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.[3]
Miyamoto helped create the art for the coin-operated arcade game, Sheriff.[4] 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,[12]: 157 about which Miyamoto has said self-deprecatingly that "no one else was available" to do the work.[13] Nintendo's head engineer, Gunpei Yokoi, supervised the project.[12]: 158
Miyamoto imagined many characters and plot concepts, but eventually settled on a
Donkey Kong was a success, leading Miyamoto to work on sequels such as 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.[18] 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.[19] 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.[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 popular 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).[22]
In both games, Miyamoto decided to focus more on gameplay than on high scores, unlike many games of the time.
By contrast, Miyamoto employed
Miyamoto worked on various other different games for the Nintendo Entertainment System, including
The successor to The Legend of Zelda,
Soon after, Super Mario Bros. 3 was developed by Nintendo Entertainment Analysis & Development; the game took more than two years to complete.[33] The game offers numerous modifications on the original Super Mario Bros., ranging from costumes with different abilities to new enemies.[33][34] 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.[33] The Koopalings' names were later altered to mimic names of well-known, Western musicians in the English localization.[33] 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.[23][24]
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 eventually headed. Nintendo EAD had approximately fifteen months to develop F-Zero, a launch game for the Super Nintendo Entertainment System.[35] 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.[36][37] Using this new hardware, Miyamoto and Katsuya Eguchi designed the Star Fox game with an early implementation of three-dimensional graphics.[38]
Miyamoto produced two major Mario games for the system. The first,
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.[41][42]
Shigeru Miyamoto mentored
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.[45] 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.[45] He guided the design of the Nintendo 64 controller in tandem with that of Super Mario 64.[45]
Using what he had learned about the Nintendo 64 from developing Super Mario 64 and Star Fox 64,[9] Miyamoto produced his next game, The Legend of Zelda: Ocarina of Time, leading a team of several directors.[46] 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.[47] The team was new to 3D games, but assistant director Makoto Miyanaga recalls a sense of "passion for creating something new and unprecedented".[48] 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.[49]
Miyamoto worked on a variety of Mario series spin-offs for the Nintendo 64, including Mario Kart 64[50] and Mario Party.
2000–2011: GameCube, Wii, and DS
Miyamoto produced various games for the
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.[3]
At
Miyamoto produced three major Mario titles for Wii from 2007 to 2010: Super Mario Galaxy,[60] New Super Mario Bros. Wii,[61] and Super Mario Galaxy 2.[62]
2011–present: Wii U, 3DS, Switch and other projects
Unlike in the 2000s, during which he was involved in 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.[63][64] 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.[65] 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.[66] In his capacity as Creative Fellow, he provides feedback and guidance to game directors during development.[67][68]
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.[69]
Miyamoto was heavily involved with the design and construction of Super Nintendo World, a themed area featured at Universal Studios Japan and Universal Studios Hollywood and under construction at Universal Studios Singapore and Universal 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.[70]
Development philosophy
People have paid me a lot of lip service, calling me a genius story teller or a talented animator, and have gone so far as to suggest that I try my hand at movies, since my style of game design is, in their words, quite similar to making movies. But I feel that I am not a movie maker, but rather that my strength lies in my pioneering spirit to make use of technology to create the best, interactive commodities possible, and use that interactivity to give users a game they can enjoy and play comfortably.
— Shigeru Miyamoto (translated)[11]
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.[3] He elaborates, citing the conception of the Pokémon series as an example, "And that's the point – Not to make something sell, something very popular, but to love something, and make something that we creators can love. It's the very core feeling we should have in making games."[71] Miyamoto wants players to experience kyokan; he wants "the players to feel about the game what the developers felt themselves."[3]
He then tests it with friends and family. He encourages younger developers to consider people who are new to gaming, for example by having them switch their dominant hand with their other hand to feel the experience of an unfamiliar game.[3]
Miyamoto's philosophy does not focus on hyper-realistic graphics, although he realizes they have their place. He is more focused on the game mechanics, such as the choices and challenges in the game.[3] Similar to how manga artists subverted their genre, Miyamoto hopes to subvert some of the basic principles he had popularized in his early games, retaining some elements but eliminating others.[3]
His game design philosophy typically prioritizes gameplay over storytelling. In a 1992 interview, he said "the important thing is that it feels good when you're playing it" and "that quality is not determined by the story, but by the controls, the sound, and the rhythm and pacing". However, he requires a "compatibility [between] the story and gameplay [because] a good story can smooth over that discrepancy and make it all feel natural".[72]
His use of real-time rendered cinematics (not prerendered video) serves both his own 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 they are finalized, and to make "something unique and unprecedented". He prefers the game to be interactively fun rather than have elaborate film sequences, stating in 1999, "I will never make movie-like games";[71] therefore, the more than 90 total minutes of short cutscenes interspersed throughout Ocarina of Time[11] deliver more interactive cinematic qualities.[71][73] 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".[11]
For these reasons, he opposes prerendered cutscenes.[11][9][71] 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]."[11]
Miyamoto has occasionally been critical of the
Impact

Time called Miyamoto "the Spielberg of video games"[75] and "the father of modern video games,"[10] while The Daily Telegraph says he is "regarded by many as possibly the most important game designer of all time."[76] GameTrailers called him "the most influential game creator in history."[77] 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."[76] Many of Miyamoto's works have pioneered new video game concepts or refined existing ones. Miyamoto's games have received outstanding critical praise, some being considered the greatest games of all time.
Miyamoto's games have also sold very well, becoming some of the bestselling games on Nintendo consoles and of all time. As of 1999, his games had sold 250 million units and grossed billions of dollars.[76]
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.[3] The Daily Telegraph similarly attributed Nintendo's success to Miyamoto more than any other person.[76] 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."[78]
Industry
Miyamoto's first major arcade hit Donkey Kong was highly influential. It spawned a number of other games with a mix of running, jumping, and vertical traversal.
Miyamoto's best known and most influential game, Super Mario Bros., "depending on your point of view, created an industry or resuscitated a comatose one".
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.[85] 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".[86]
At the time of the release of
His game Super Mario 64 defined the field of 3D game design, particularly with its use of a dynamic camera system and the implementation of its analog control.[88][89][90] 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.[91][92]
The Wii, which Miyamoto played a major role in designing, is the first wireless motion-controlled video game console.[3]
Critical reception
Miyamoto's games have received outstanding critical praise, and are widely considered among the greatest of all time.[3]
Games in Miyamoto's The Legend of Zelda series have received outstanding critical acclaim.
Critical analysis of Super Mario Bros. has been extremely positive, with many touting it as one of the best video games of all time.[104] In 2009, Game Informer put Super Mario Bros. in second place on its list of "The Top 200 Games of All Time", behind The Legend of Zelda, saying that it "remains a monument to brilliant design and fun gameplay".[86]
Super Mario 64 is acclaimed by many critics and fans as one of the greatest and most revolutionary video games of all time.[105][106][107][108][109][110]
According to Metacritic, Super Mario Galaxy and Super Mario Galaxy 2 are the highest- and second-highest-rated games, respectively, for the Wii.[98]
A 1995 article in Maximum stated that "in gaming circles Miyamoto's name carries far more weight than Steven Spielberg's could ever sustain."[111]
Commercial reception
More than 1 billion copies of games featuring franchises created by Miyamoto have been sold.[112]
Miyamoto's Mario series is, by far, the
The original game in The Legend of Zelda series is the fifth-bestselling game for the Nintendo Entertainment System.
The Mario Kart series is currently the most successful racing game franchise of all time. Mario Kart titles tend to be among the bestselling games for their respective consoles; Super Mario Kart is the third bestselling video game for the Super Nintendo Entertainment System, Mario Kart 64 is the second bestselling Nintendo 64 game, Mario Kart: Double Dash is the second bestselling game for the GameCube,[121] and Mario Kart Wii is the second bestselling game for the Wii.
Miyamoto produced Wii Sports, another of the bestselling games of all time and part of the Wii series. Wii Fit designed by Miyamoto, was the third best selling console game not packaged with a console, with 22.67 million copies sold.[125]
Outside of video games, Miyamoto produced The Super Mario Bros. Movie, which ended up becoming the third-highest-grossing animated movie of all time, grossing $1.347 billion worldwide during its theatrical run as of July 14, 2023. It is also the highest-grossing film based on a video game (or video game series) by a huge margin, making it a huge statistical outlier; for context, the second-highest-grossing film based on a video game is Warcraft (2016), which grossed $900 million less, for a total of about $439 million.
Awards and recognition
[Miyamoto] approaches the games playfully, which seems kind of obvious, but most people don't. And he approaches things from the players' point of view, which is part of his magic.
The name of the main character of the PC game
In 1998, Miyamoto was honored as the first person inducted into the
On November 28, 2006, Miyamoto was featured in TIME Asia's "60 Years of Asian Heroes".[129] He was later chosen as one of Time Magazine's 100 Most Influential People of the Year in both 2007[130] and also in 2008, in which he topped the list with a total vote of 1,766,424.[131] 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."[132] 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.[133][134]
In a survey of game developers by industry publication
Miyamoto was awarded Japan's Person of Cultural Merit in 2019 in recognition for his contributions towards Japan's video game industry.[140] He was the first person in the video game industry to receive the honor.[141]
Personal life
Miyamoto is married to Yasuko, and they have two children. In 2010, his son was 25 and working at an advertising agency, while his daughter was 23 and studying zoology at the time. His children played video games in their youth, but he also made them go outside. Although he can speak some English, he is not fluent and prefers to speak in Japanese for interviews.[3]
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 minimize his chance of being recognized. More foreign tourists than Japanese people approach him.[3]
Miyamoto is ambidextrous but usually favors his left hand, which is why his characters Mario and Link were designed to be left-handed.[142]
Miyamoto spends little time playing video games in his personal time, preferring to play the guitar, mandolin, and banjo.[143] He avidly enjoys bluegrass music.[3] Miyamoto said in a 2016 interview that when he had his own family he took up gardening with his wife, which influenced other games that he was making at the time.[144] He has a Shetland Sheepdog named Pikku that provided the inspiration for Nintendogs.[145] He is also a semi-professional dog breeder.[146]
He has been quoted as stating, "Video games are bad for you? That's what they said about rock and roll."[147] He is alleged to have said that "a delayed game is eventually good, but a rushed game is forever bad." In 2023, fans deduced that it was taken from a quote by Siobhan Beeman, who worked on the Wing Commander franchise at Origin Systems. She first uttered the phrase at GDC in 1996, or something close to it, "a game’s only late until it ships, but it sucks forever." It somehow was misconstrued as a Miyamoto quote, circulating on the internet for many years.[148][149][150]
Miyamoto enjoys
Selected ludography
References
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External links
- Shigeru Miyamoto at IMDb
- Shigeru Miyamoto[usurped] on Nintendo Miiverse
- "Master of Play" profile in the New Yorker, December 20, 2010
- New York Times profile, May 25, 2008
- Video profile of Shigeru Miyamoto at the Wayback Machine (archived July 15, 2011) from the digital TV series Play Value