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{{Short description|Japanese video game designer (born 1952)}} {{Redirect|Miyamoto|the Japanese surname|Miyamoto (surname)|the crater|Miyamoto (crater)}} {{Use mdy dates|date=April 2025}} {{Use American English|date=April 2025}} {{pp-semi-blp|small=yes}} {{Eastern name order|Miyamoto Shigeru}} {{Infobox person | name = Shigeru Miyamoto | image = Shigeru Miyamoto 20150610 (cropped).jpg | native_name = 宮本 茂 | native_name_lang = ja | caption = Miyamoto in 2015 | birth_date = {{Birth date and age|1952|11|16}} | birth_place = [[Sonobe, Kyoto]], Japan | alma_mater = [[Kanazawa College of Art]] | occupation = {{flatlist| *Game designer *game producer *game director }} | employer = [[Nintendo]] (1977–present) | notable_works = {{hlist|''[[Mario (franchise)|Mario]]''|''[[Donkey Kong]]''|''[[The Legend of Zelda]]''|''[[F-Zero]]''|''[[Star Fox]]''|''[[Pikmin]]''|''[[Nintendogs]]''}} | title = {{ubil|General manager of [[Nintendo EAD]] (1984–2015)|Senior managing director at Nintendo (2002–2015)|Representative director at Nintendo (2002–present)|Fellow at Nintendo (2015–present)<ref>{{Cite web |url=https://www.nintendo.co.jp/ir/pdf/2019/annual1903e.pdf |title=Annual Report 2019|access-date=July 4, 2020 |publisher=Nintendo|archive-url=https://web.archive.org/web/20191114153945/https://www.nintendo.co.jp/ir/pdf/2019/annual1903e.pdf |archive-date=November 14, 2019 |url-status=live }}</ref>}} | spouse = Yasuko Miyamoto | children = 2 | awards = [[Academy of Interactive Arts & Sciences#Hall of Fame|AIAS]] Hall of Fame Award (1998)<ref>{{cite web|title=D.I.C.E Special Awards|url=http://www.interactive.org/special_awards/details.asp?idSpecialAwards=9|access-date=January 22, 2017|archive-url=https://web.archive.org/web/20161104020657/http://www.interactive.org/special_awards/details.asp?idSpecialAwards=9|archive-date=November 4, 2016|url-status=live}}</ref><br />[[BAFTA Fellowship]] (2010)<br />[[Person of Cultural Merit]] (2019) | signature = Shigeru Miyamoto's signature.svg }} {{Nihongo|'''Shigeru Miyamoto'''|宮本 茂|Miyamoto Shigeru|born November 16, 1952|lead=yes}} is a Japanese [[video game design]]er, [[video game producer|producer]] and [[Creative director#Video games|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 [[List of video games considered the best|most acclaimed]] and [[List of best-selling video game franchises|best-selling]] game franchises of all time, including ''[[Mario (franchise)|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.<!--Do not add Metroid, Super Smash Bros, Custom Robo, or any other franchise that wasn't directly created/designed by Miyamoto--> Born in [[Sonobe, Kyoto]], Miyamoto graduated from [[Kanazawa College of Art|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.<ref name="New Yorker" /> He helped create art for the arcade game ''[[Sheriff (video game)|Sheriff]]'',<ref name=":0" /> and was later tasked with designing a new arcade game, leading to the 1981 game ''[[Donkey Kong (1981 video game)|Donkey Kong]]''. Miyamoto's games ''[[Super Mario Bros.]]'' (1985) and ''[[The Legend of Zelda (video game)|The Legend of Zelda]]'' (1986) helped the [[Nintendo Entertainment System]] dominate the [[console game]] market. His games have been flagships of every Nintendo [[video game console]], from the [[Video game arcade cabinet|arcade machines]] of the late 1970s to the present day. He managed Nintendo's [[Nintendo Entertainment Analysis & Development|Entertainment Analysis & Development]] software division, which developed many Nintendo games, and he played an important role in the creation of other influential games such as [[Pokémon Red and Blue|''Pokémon Red'' and ''Blue'']] (1996) and ''[[Metroid Prime]]'' (2002). Following the death of Nintendo president [[Satoru Iwata]] in July 2015, Miyamoto became acting president alongside [[Genyo Takeda]] until he was formally appointed "Creative Fellow" a few months later.<ref>{{cite web|title=Notice Regarding Personnel Change of a Representative Director and Role Changes of Directors|url=https://www.nintendo.co.jp/ir/pdf/2015/150914e.pdf|publisher=Nintendo|access-date=September 15, 2015|url-status=dead|archive-url=https://web.archive.org/web/20150914064221/http://www.nintendo.co.jp/ir/pdf/2015/150914e.pdf|archive-date=September 14, 2015}}</ref> ==Early life== [[File:Kanazawa College of Art.jpg|left|thumb|Miyamoto graduated from [[Kanazawa College of Art]] in [[Ishikawa Prefecture]].]] Miyamoto was born on November 16, 1952, in the Japanese town of [[Sonobe, Kyoto|Sonobe]], [[Kyoto Prefecture]].<ref name="New Yorker">{{Cite magazine |last=Paumgarten |first=Nick |date=December 12, 2010 |title=Master of Play |url=https://www.newyorker.com/magazine/2010/12/20/master-of-play |url-status=live |archive-url=https://web.archive.org/web/20110221170018/http://www.newyorker.com/reporting/2010/12/20/101220fa_fact_paumgarten |archive-date=February 21, 2011 |magazine=[[The New Yorker]]}}</ref> His parents were of "modest means", and his father taught [[English language|English]].<ref name="New Yorker" /> 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 (video game)|The Legend of Zelda]]'', a seminal video game.<ref name="gamespot history" /> In the early 1970s, Miyamoto graduated from [[Kanazawa Municipal College of Industrial Arts]] with a degree in industrial design.<ref name="New Yorker" /> He had a love for [[manga]] and initially hoped to become a professional manga artist before considering a career in video games.<ref>{{cite web|url=http://e3.gamespot.com/story/6320234/e3-2011-miyamoto-speaks-his-mind?tag=top_stories%3Bstory%3B3|title=E3 2011: Miyamoto speaks his mind|date=June 17, 2011|website=GameSpot|access-date=June 21, 2011|archive-url=https://web.archive.org/web/20110619091345/http://e3.gamespot.com/story/6320234/e3-2011-miyamoto-speaks-his-mind|archive-date=June 19, 2011}}</ref> He was influenced by manga's classic ''[[kishōtenketsu]]'' narrative structure,<ref>{{cite web|url=http://www.eurogamer.net/articles/2015-03-17-how-nintendos-best-mario-levels-were-structured-using-chinese-poetry|title=Nintendo's "kishōtenketsu" Mario level design philosophy explained|date=March 17, 2015|website=Eurogamer.net|access-date=March 17, 2015|archive-url=https://web.archive.org/web/20150317153651/http://www.eurogamer.net/articles/2015-03-17-how-nintendos-best-mario-levels-were-structured-using-chinese-poetry|archive-date=March 17, 2015|url-status=live}}</ref> as well as [[Western (genre)|Western]] genre [[Westerns on television|television shows]].<ref name="Iwata Asks OoT 3D Miyamoto">{{cite interview | url=http://iwataasks.nintendo.com/interviews/#/3ds/zelda-ocarina-of-time/4/0 | interviewer=[[Satoru Iwata]] | subject-link=Shigeru Miyamoto | first=Shigeru | last=Miyamoto | title=Iwata Asks: The Legend of Zelda: Ocarina of Time 3D: Mr. Shigeru Miyamoto | publisher=Nintendo of America, Inc. | access-date=February 4, 2015 | archive-url=https://web.archive.org/web/20150725233103/http://iwataasks.nintendo.com/interviews/#/3ds/zelda-ocarina-of-time/4/0 | archive-date=July 25, 2015 | url-status=live }}</ref> He was inspired to enter the [[video game industry]] by the 1978 [[Arcade game|arcade]] hit ''[[Space Invaders]]''.<ref name="Time 10 questions">{{cite magazine| url=http://www.time.com/time/magazine/article/0,9171,1645158,00.html| magazine=Time| title=10 Questions for Shigeru Miyamoto| date=July 19, 2007| author=Sayre, Carolyn| access-date=September 4, 2007| archive-url=https://web.archive.org/web/20120213223257/http://www.time.com/time/magazine/article/0,9171,1645158,00.html| archive-date=February 13, 2012| url-status=dead}}</ref> ==Career== ===1977–1984: Arcade beginnings and ''Donkey Kong''=== {{Rquote| align=right|text=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.|source=Shigeru Miyamoto <small>(translated)</small><ref name="GDC: Miyamoto Keynote">{{cite web | title=GDC: Miyamoto Keynote Speech | date=March 18, 1999 | author1=IGN Staff | first2=Shigeru | last2=Miyamoto | url=http://www.ign.com/articles/1999/03/19/gdc-miyamoto-keynote-speech | access-date=October 23, 2017 | archive-url=https://web.archive.org/web/20171024043859/http://www.ign.com/articles/1999/03/19/gdc-miyamoto-keynote-speech | archive-date=October 24, 2017 | url-status=live }}</ref>}} 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.<ref name="New Yorker" /> Miyamoto helped create the art for the coin-operated [[arcade game]], ''[[Sheriff (video game)|Sheriff]]''.<ref name=":0">{{cite web|url=http://us.wii.com/iwata_asks/punchout/vol1_page2.jsp |title=Iwata asks – Punch Out! |publisher=Nintendo |access-date=February 28, 2010 |url-status=dead |archive-url=https://web.archive.org/web/20100111070103/http://us.wii.com/iwata_asks/punchout/vol1_page2.jsp |archive-date=January 11, 2010 }}</ref> He first helped the company [[Video game development|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 [[Radar Scope#Conversion to Donkey Kong|convert]] unsold ''Radar Scope'' units into a new arcade game. He tasked Miyamoto with the conversion,<ref name="Ultimate History" />{{rp|157}} about which Miyamoto has said self-deprecatingly that "no one else was available" to do the work.<ref name="The father of Mario and Zelda">{{cite web | url=http://www.salon.com/1998/12/02/feature_252/ | date=December 2, 1998 | title=The father of Mario and Zelda | first=Moira | last=Muldoon | website=Salon | access-date=June 18, 2014 | archive-url=https://web.archive.org/web/20140714221207/http://www.salon.com/1998/12/02/feature_252/ | archive-date=July 14, 2014 | url-status=live }}</ref> Nintendo's head engineer, [[Gunpei Yokoi]], supervised the project.<ref name="Ultimate History" />{{rp|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.<ref name="New Yorker" /> Bluto evolved into an ape, a form Miyamoto claimed was "nothing too evil or repulsive".<ref name="Game Over" />{{rp|47}} This ape would be the pet of the main character, "a funny, hang-loose kind of guy".<ref name="Game Over" />{{rp|47}} Miyamoto also named "[[Beauty and the Beast]]" and the 1933 film ''[[King Kong (1933 film)|King Kong]]'' as influences.<ref name="Kohler Sound Great" />{{rp|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.<ref name="Game Over" />{{rp|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 [[Platform game|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.<ref name="Kohler Sound Great" />{{rp|38–39}} When the game was sent to [[Nintendo of America]] for testing, the sales manager disapproved of its vast differentiation from the [[List of maze video games|maze]] and [[shooter game]]s common at the time.<ref name="Game Over" />{{rp|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 (video games)|Don James]]. The playable character, initially "Jumpman", was eventually named for [[Mario Segale]], the warehouse landlord.<ref name=donjames1>{{cite magazine |url=https://www.wired.com/2012/02/gamelife-podcast-episode-18/ |title=Game Life Podcast: When Jay Mohr Met Tomonobu Itagaki |first=Chris |last=Kohler |magazine=Wired |date=February 17, 2012 |access-date=September 28, 2024 |archive-date=April 17, 2014 |archive-url=https://web.archive.org/web/20140417022605/https://www.wired.com/2012/02/gamelife-podcast-episode-18/ |quote="And so we thought, 'This guy [Segale] is a recluse. No one's ever actually met him.' So we thought, 'Wouldn't it be a great joke if we named this character Mario?' And so we said, 'That's great,' and we sent a telex to Japan, and that's how Mario got his name."}} Interview with Don James starts at 51:16. Quotation occurs at 52:00.</ref><ref name=donjames2>{{cite web |date=June 14, 2018 |title=Nintendo Treehouse Live - E3 2018 - Arcade Archives Donkey Kong, Sky Skipper |website=[[YouTube]] |publisher=Nintendo Everything |url=https://www.youtube.com/watch?v=CizC6MqyiJM&t=138s |url-status=live |access-date=September 28, 2024 |archive-date=October 3, 2023 |archive-url=https://web.archive.org/web/20231003035157/https://www.youtube.com/watch?v=CizC6MqyiJM |quote="Mr. Arakawa, who was the president, and myself looked at the character, and we had a landlord that happened to be named Mario as well, and we'd never met the guy, so we thought it'd be funny to name this main character Mario after our landlord in Southcenter. And that's actually how Mario got his name."}} Quotation occurs at 2:25.</ref><ref name="Game Over" />{{rp|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 (1981 video game)|Donkey Kong]]''.<ref name="Kohler Sound Great" />{{rp|212}} ''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 [[Electronic Games|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.<ref name="eg_archive">{{cite web|title=Electronic Games Magazine |url=https://archive.org/search.php?query=%28collection%3Aelectronic-games-magazine%20OR%20mediatype%3Aelectronic-games-magazine%29%20AND%20-mediatype%3Acollection |publisher=[[Internet Archive]] |access-date=February 1, 2012 |url-status=live |archive-url=https://web.archive.org/web/20130102234721/https://archive.org/search.php?query=%28collection%3Aelectronic-games-magazine%20OR%20mediatype%3Aelectronic-games-magazine%29%20AND%20-mediatype%3Acollection |archive-date=January 2, 2013 }}</ref> 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.<ref name="historyofmariopg1">{{cite web |title=IGN Presents The History of Super Mario Bros |url=http://games.ign.com/articles/833/833615p1.html |date=November 8, 2007 |website=IGN |access-date=September 26, 2008 |url-status=dead |archive-url=https://web.archive.org/web/20080723144458/http://games.ign.com/articles/833/833615p1.html |archive-date=July 23, 2008}}</ref> 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.<ref>{{cite web|url=http://toadscastle.net/list-games.html|publisher=Toad's Castle|first=Eric|last=Marcarelli|title=Every Mario Game|access-date=October 1, 2008|archive-url=https://web.archive.org/web/20081014064028/http://www.toadscastle.net/list-games.html|archive-date=October 14, 2008|url-status=live}}</ref> Shortly after, Miyamoto also worked the character sprites and game design for the ''[[Baseball (1983 video game)|Baseball]]'', ''[[Tennis (1984 video game)|Tennis]]'', and ''[[Golf (1984 video game)|Golf]]'' games on the NES.<ref>{{cite magazine|last1=Kohler|first1=Chris|title=Miyamoto Spills Donkey Kong's Darkest Secrets, 35 Years Later|url=https://www.wired.com/2016/10/miyamoto-donkey-kong-secrets/|magazine=Wired|access-date=October 17, 2016|archive-url=https://web.archive.org/web/20161016014738/https://www.wired.com/2016/10/miyamoto-donkey-kong-secrets/|archive-date=October 16, 2016|url-status=live}}</ref> ===1985–1989: NES/Famicom, ''Super Mario Bros.'', and ''The Legend of Zelda''=== [[File:NES-Console-Set.jpg|thumb|right|Miyamoto's ''Super Mario Bros.'' was bundled with the [[Nintendo Entertainment System|NES]] in America. The game and the system are credited with helping to bring North America out of the slump of the [[North American video game crash of 1983|1983 game industry crash]].]] 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 (video game)|The Legend of Zelda]]'' (an entirely original title).<ref>{{cite web |url=https://www.nintendo.com/nes-classic/the-legend-of-zelda-developer-interview/ |title=The Legend of Zelda Developer Interview |last=Sao |first=Akinori |website=Nintendo |access-date=November 25, 2016 |url-status=dead |archive-url=https://web.archive.org/web/20161125231835/https://www.nintendo.com/nes-classic/the-legend-of-zelda-developer-interview/ |archive-date=November 25, 2016}}</ref> In both games, Miyamoto decided to focus more on gameplay than on high scores, unlike many games of the time.<ref name="gamespot history">{{cite web|last=Vestal|first=Andrew|author2=Cliff O'Neill|author3=Brad Shoemaker|date=November 14, 2000|title=History of Zelda|website=[[GameSpot]]|url=http://www.gamespot.com/gamespot/features/video/hist_zelda/index.html|access-date=September 30, 2006|url-status=bot: unknown|archive-url=https://web.archive.org/web/20100204115941/http://www.gamespot.com/gamespot/features/video/hist_zelda/index.html|archive-date=February 4, 2010}}</ref> ''Super Mario Bros.'' largely took a linear approach, with the player traversing the stage by running, jumping, and dodging or defeating enemies.<ref name="MeanMachines">{{cite magazine |title=Nintendo Review: ''Super Mario Bros. 3'' |date=October 1991 |magazine=[[Mean Machines]] |publisher=[[EMAP]] |author=Mean Machine Staff |issue=13 |pages=56–59 |url=http://www.meanmachinesmag.co.uk/review/192/super-mario-bros-3.php |access-date=October 26, 2006 |url-status=dead |archive-url=https://web.archive.org/web/20090226003426/http://www.meanmachinesmag.co.uk/review/192/super-mario-bros-3.php |archive-date=February 26, 2009}}</ref><ref name="NP-10-Preview">{{cite magazine |author=Nintendo Power Staff |date=January–February 1990 |title=Previews: ''Super Mario Bros. 3'' |url=https://archive.org/stream/Nintendo_Power_Issue001-Issue127/Nintendo%20Power%20Issue%20010%20January-February%201990#page/n57/mode/2up |magazine=[[Nintendo Power]] |publisher=[[Nintendo]] |issue=10 |pages=56–59}}</ref> 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 (video game)|Kung-Fu Master]]'' (1984).<ref name="Miyamoto Reveals All">{{Cite web |last=Gifford |first=Kevin |date=October 21, 2010 |title=Super Mario Bros.' 25th: Miyamoto Reveals All |url=http://www.ugo.com/games/super-mario-bros-25th-miyamoto-reveals-all.html |url-status=live |archive-url=https://web.archive.org/web/20150105015455/http://www.ugo.com/games/super-mario-bros-25th-miyamoto-reveals-all.html |archive-date=January 5, 2015 |access-date=October 24, 2010 |website=[[1UP.com]]}}</ref> 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.<ref>{{cite AV media |people=Shigeru Miyamoto |date=December 2010 |title=Super Mario Bros. 25th Anniversary – Interview with Shigeru Miyamoto #2 |language=Japanese |url=https://www.youtube.com/watch?v=DNa0M1gymgA |archive-url=https://web.archive.org/web/20210818032229/https://www.youtube.com/watch?v=DNa0M1gymgA |archive-date=August 18, 2021 |publisher=[[Nintendo Channel]] |access-date=April 12, 2021 |url-status=bot: unknown}}</ref> By contrast, Miyamoto employed [[nonlinear gameplay]] in ''The Legend of Zelda'', forcing the player to think their way through riddles and puzzles.<ref>{{cite web|url=http://www.ntsc-uk.com/feature.php?featuretype=int&fea=ShigeruMiyamoto|title=Shigeru Miyamoto Interview|date=January 1, 2005|publisher=ntsc-uk|last=Bufton|first=Ben|access-date=September 23, 2006|archive-url=https://web.archive.org/web/20060510063954/http://www.ntsc-uk.com/feature.php?featuretype=int&fea=ShigeruMiyamoto|archive-date=May 10, 2006|url-status=live}}</ref> The world was expansive and seemingly endless, offering "an array of choice and depth never seen before in a video game."<ref name="New Yorker" /> 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."<ref name="gamespot history" /> 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.<ref name="gamespot history" /> "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."<ref name="Game Over" />{{rp|51}} He recreated his memories of becoming lost amid the maze of sliding doors in his family home in ''Zelda''{{'}}s labyrinthine dungeons.<ref name="Game Over" />{{rp|52}} In February 1986, Nintendo released it as the launch game for the [[Nintendo Entertainment System]]'s new [[Family Computer Disk System|Disk System]] peripheral.<ref>{{Cite web |date=November 19, 2009 |title=放課後のクラブ活動のように |trans-title=Like after-school club activities |url=https://www.nintendo.co.jp/ds/interview/bkij/vol2/index.html |url-status=live |archive-url=https://web.archive.org/web/20100210185007/https://www.nintendo.co.jp/ds/interview/bkij/vol2/index.html |archive-date=February 10, 2010 |access-date=June 8, 2010 |website=社長が訊く |publisher=Nintendo Co., Ltd. |quote=1986年2月に、ファミコンのディスクシステムと同時発売された、アクションアドベンチャーゲーム。 / An action-adventure game simultaneously released with the Famicom Disk System in February 1986.}}</ref> 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.: The Lost Levels|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 canceled 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.<ref name="RealMario2">{{cite web|url=http://multiplayerblog.mtv.com/2011/04/04/super-mario-bros-2-interview-reveals-a-strange-vertical-only-prototype/|title='Super Mario Bros. 2' Interview Reveals A Strange, Vertical-Only Prototype|last=Rosenberg|first=Adam|access-date=April 23, 2012|url-status=dead|archive-url=https://web.archive.org/web/20141020034410/http://multiplayerblog.mtv.com/2011/04/04/super-mario-bros-2-interview-reveals-a-strange-vertical-only-prototype/|archive-date=October 20, 2014}}</ref> 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''.<ref name="History of SMB at IGN">{{cite web |url=http://www.ign.com/articles/2010/09/14/ign-presents-the-history-of-super-mario-bros |title=IGN Presents The History of Super Mario Bros. |last=McLaughlin |first=Rus |website=IGN |date=September 14, 2010 |access-date=April 9, 2014 |url-status=live |archive-url=https://web.archive.org/web/20140311222200/http://www.ign.com/articles/2010/09/14/ign-presents-the-history-of-super-mario-bros |archive-date=March 11, 2014}}</ref> 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 video game|side-scrolling]] areas within a larger world map rather than the [[Top-down perspective|bird's eye view]] of the previous title. The game incorporates a strategic combat system and more [[role-playing video game|RPG]] elements, including an [[experience point]]s (EXP) system, [[Magic (gaming)|magic spells]], and more interaction with [[non-player character]]s (NPCs). Link has extra lives; no other game in the series includes this feature.<ref name="game">{{cite video game|title=Zelda II: The Adventure of Link|developer=[[Nintendo]]|publisher=[[Nintendo]]|date=December 1, 1988|platform=[[Nintendo Entertainment System|NES]]}}</ref> ''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 video game|side-scrolling]] view. These separate methods of traveling and entering combat are one of many aspects adapted from the [[role-playing video game|role-playing]] genre.<ref name="game" /> 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 [[platform game|platforming]] elements to a considerable degree.<ref>{{cite web |url=http://wii.ign.com/articles/793/793966p1.html |title=Zelda II: The Adventure of Link Review |last=Thomas |first=Lucas M. |website=IGN |date=June 4, 2007 |access-date=April 6, 2008 |url-status=dead |archive-url=https://web.archive.org/web/20080516211348/http://wii.ign.com/articles/793/793966p1.html |archive-date=May 16, 2008}}</ref> Soon after, ''[[Super Mario Bros. 3]]'' was developed by [[Nintendo Entertainment Analysis & Development]]; the game took more than two years to complete.<ref name="IGN-100">{{cite web| url = http://top100.ign.com/2007/ign_top_game_39.html| title = IGN Top 100 Games 2007: 39 Super Mario Bros. 3| website = IGN| year = 2007| access-date = January 25, 2009| archive-url = https://web.archive.org/web/20170409163615/http://top100.ign.com/2007/ign_top_game_39.html| archive-date = April 9, 2017| url-status = dead}}</ref> The game offers numerous modifications on the original ''Super Mario Bros.'', ranging from costumes with different abilities to new enemies.<ref name="IGN-100" /><ref name="IGN-MarioHistory">{{cite web| url = http://retro.ign.com/articles/833/833615p2.html| title = The History of the Super Mario Bros| website = IGN| first = Rus| last = McLaughlin| date = November 8, 2007| access-date = January 26, 2009| archive-url = https://web.archive.org/web/20120217164813/http://retro.ign.com/articles/833/833615p2.html| archive-date = February 17, 2012| url-status = dead}}</ref> 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.<ref name="IGN-100" /> The Koopalings' names were later altered to mimic names of well-known, [[Western culture|Western]] musicians in the [[Internationalization and localization|English localization]].<ref name="IGN-100" /> 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.<ref name="MeanMachines" /><ref name="NP-10-Preview" /> ===1990–2000: SNES, Nintendo 64, ''Super Mario 64'', and ''Ocarina of Time''=== [[File:SNES-Controller-in-Hand.jpg|thumb|right|Miyamoto was responsible for the controller design of the Super Famicom/Nintendo. Its L/R buttons were an industry first and have since become commonplace.]] 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]].<ref name="EAD">{{cite web |url=http://cube.ign.com/articles/089/089011p1.html |title=Nintendo GameCube Developer Profile: EAD |access-date=October 4, 2008 |author=Anthony JC |author2=Pete Deol |date=December 15, 2000 |publisher=IGN |website=N-Sider |archive-url=https://web.archive.org/web/20081207204353/http://cube.ign.com/articles/089/089011p1.html |archive-date=December 7, 2008 |url-status=live }}</ref> Miyamoto worked through various games on the Super Nintendo Entertainment System, one of them ''[[Star Fox (1993 video game)|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.<ref>{{cite web | author = Syd Bolton | title = Interview with Jez San, OBE | publisher = Armchair Empire | url = http://www.armchairempire.com/Interviews/jez-san-interview.htm | access-date = December 28, 2007 | author-link = Syd Bolton | archive-url = https://web.archive.org/web/20071217092221/http://www.armchairempire.com/Interviews/jez-san-interview.htm | archive-date = December 17, 2007 | url-status = live }}</ref><ref>{{cite web|url=http://old.siggraph.org/publications/newsletter/v32n1/contributions/baum.html|title=Retrospective|publisher=Silicon Graphics Computer Systems|author=Baum, Dan|access-date=February 28, 2010|archive-url=https://web.archive.org/web/20160613113833/http://old.siggraph.org/publications/newsletter/v32n1/contributions/baum.html|archive-date=June 13, 2016|url-status=dead}}</ref> Using this new hardware, Miyamoto and Katsuya Eguchi designed the ''Star Fox'' game with an early implementation of three-dimensional graphics.<ref>{{cite magazine| title = Interview with Shigeru Miyamoto| magazine = Nintendo Power| url = http://www.nintendoforums.com/articles/31/nintendo-power-interviews-miyamoto-about-star-fox-64| access-date = February 1, 2014| archive-url = https://web.archive.org/web/20140201225352/http://www.nintendoforums.com/articles/31/nintendo-power-interviews-miyamoto-about-star-fox-64| archive-date = February 1, 2014| url-status = live}}</ref> 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 (video game company)|Square]]; it took nearly a year to develop the graphics.<ref>{{cite magazine|author=Scott Pelland|author2=Kent Miller |author3=Terry Munson |author4=Paul Shinoda |date=April 1996|title=Epic Center|magazine=[[Nintendo Power]]|publisher=Nintendo|volume=83|page=56|quote=Led by Mario creator Shigeru Miyamoto, teams at Nintendo Company Ltd. and Square Soft spent more than a year developing the visuals.}}</ref> The story takes place in a newly rendered [[Mushroom Kingdom]] based on the [[Super Mario (series)|''Super Mario Bros.'' series]].<ref>{{cite magazine |first1=Scott |last1=Pelland |first2=Kent |last2=Miller |first3=Terry |last3=Munson |first4=Paul |last4=Shinoda |date=October 1996 |title=Epic Center |magazine=[[Nintendo Power]] |publisher=[[Minoru Arakawa|M. Arakawa]], [[Nintendo|Nintendo of America, Inc.]] |issue=89 |page=60}}</ref> 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.<ref name="player's guide">{{cite book |title=The Legend of Zelda: A Link to the Past Nintendo Player's Strategy Guide |author=Arakawa, M. |publisher=[[Nintendo]] |year=1992 |asin=B000AMPXNM}}</ref><ref name="official guide">{{cite book |title=The Legend of Zelda — A Link to the Past |author=Stratton, Bryan |publisher=[[Prima Games]] |date=December 10, 2002 |isbn=0-7615-4118-7 |url-access=registration |url=https://archive.org/details/legendofzeldal00brya}}</ref> 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|''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.<ref>{{cite web |url=https://www.youtube.com/watch?v=xv_bZt0kUsY |title=#Pokemon20: Nintendo's Shigeru Miyamoto |date=April 15, 2016 |publisher=The Official Pokémon YouTube channel |access-date=April 7, 2019 |archive-url=https://web.archive.org/web/20180814003502/https://www.youtube.com/watch?v=xv_bZt0kUsY |archive-date=August 14, 2018 |url-status=live }}</ref> Pokémon would go on to be one of the most popular entertainment franchises in the world, spanning video games, anime, and various other merchandise.<ref name="Time beware">{{cite magazine|url=http://www.time.com/time/magazine/article/0,9171,34342-2,00.html|title=Beware of the Pokemania|last=Chua-Eoan|first=Howard|author2=Tim Larimer|date=November 14, 1999|magazine=[[Time (magazine)|Time]]|publisher=[[Time Inc.]]|access-date=January 28, 2010|location=New York City|author-link=Howard G. Chua-Eoan|archive-url=https://web.archive.org/web/20130117165413/http://www.time.com/time/magazine/article/0,9171,34342-2,00.html|archive-date=January 17, 2013|url-status=dead}}</ref> 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 [[Virtual camera system|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.<ref name="goddard interview">{{cite journal |date=December 2001 |url=http://pixelatron.com/blog/the-making-of-super-mario-64-full-giles-goddard-interview-ngc/ |title=The Making of Mario 64: Giles Goddard Interview |journal=[[NGC Magazine]] |publisher=[[Future plc|Future Publishing]] |issue=61 |access-date=September 21, 2022 |archive-date=November 15, 2020 |archive-url=https://web.archive.org/web/20201115041135/http://pixelatron.com/blog/the-making-of-super-mario-64-full-giles-goddard-interview-ngc/ |url-status=live }}</ref> The original concept involved a fixed path much like an [[Isometric video game graphics|isometric-type game]], before the choice was made to settle on a free-roaming 3D design.<ref name="goddard interview" /> He guided the design of the [[Nintendo 64 controller]] in tandem with that of ''Super Mario 64''.<ref name="goddard interview" /> Using what he had learned about the Nintendo 64 from developing ''Super Mario 64'' and ''[[Star Fox 64]]'',<ref name="Iwata Asks OoT 3D Miyamoto" /> Miyamoto produced his next game, ''[[The Legend of Zelda: Ocarina of Time]]'', leading a team of several directors.<ref name="IGN Sensei">{{cite web |url=http://ign64.ign.com/articles/066/066649p1.html |title=Sensei Speaks |date=January 29, 1999 |website=IGN |access-date=May 8, 2008 |archive-url=https://web.archive.org/web/20071211110615/http://ign64.ign.com/articles/066/066649p1.html |archive-date=December 11, 2007 |url-status=live }}</ref> 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]].<ref>{{cite web |url=http://www.giantbomb.com/bill-trinen/72-6189/ |title=Bill Trinen |publisher=Giant Bomb |access-date=September 17, 2013 |archive-url=https://web.archive.org/web/20121014093826/http://www.giantbomb.com/bill-trinen/72-6189/ |archive-date=October 14, 2012 |url-status=live }}</ref> The team was new to 3D games, but assistant director Makoto Miyanaga recalls a sense of "passion for creating something new and unprecedented".<ref>{{cite magazine |magazine=Nintendo Power |title=Inside Zelda Part 12: The Role of the Sidekick |date=May 2006 |volume=203 |pages=76–78 }}</ref> 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''.<ref>{{cite web |url=http://www.shacknews.com/article/81610/zeldas-eiji-aonuma-on-annualization-and-why-the-series-needs |title=Zelda's Eiji Aonuma on annualization, and why the series needs 'a bit more time' |last=Yoon |first=Andrew |date=October 16, 2013 |work=[[Shacknews]] |publisher=[[GameFly]] |access-date=October 17, 2013 |url-status=live |archive-url=https://web.archive.org/web/20131016192044/http://www.shacknews.com/article/81610/zeldas-eiji-aonuma-on-annualization-and-why-the-series-needs |archive-date=October 16, 2013}}</ref> Miyamoto worked on a variety of ''Mario'' series spin-offs for the Nintendo 64, including ''[[Mario Kart 64]]''<ref>{{cite magazine |date=February 1997 |title=What's Next for Shigeru Miyamoto? |url=https://archive.org/details/nextgen-issue-26/page/n145/mode/2up |magazine=[[Next Generation (magazine)|Next Generation]] |publisher=[[Imagine Media]] |issue=26 |page=144}}</ref> and ''[[Mario Party]]''. ===2000–2011: GameCube, Wii, and DS=== [[File:Miyamoto-san conductor E3.jpg|thumb|Miyamoto holding up a [[Wii Remote]] at [[History of the Electronic Entertainment Expo|E3 2006]]]] 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 [[Tech demo|technical demo]] designed to show off the graphical capabilities of the GameCube.<ref>{{cite web|url=http://cube.ign.com/articles/135/135453p1.html|title=Luigi's Mansion preview|website=IGN|date=October 9, 2001|access-date=February 16, 2008|archive-url=https://web.archive.org/web/20110804022417/http://cube.ign.com/articles/135/135453p1.html|archive-date=August 4, 2011|url-status=dead}}</ref> 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 [[History of the Electronic Entertainment Expo|E3 2001]] with the GameCube console.<ref>{{cite web|url=http://www.ign.com/articles/2001/05/15/pre-e3-luigis-mansion-disc-and-controller-revealed|title=Pre-E3: Luigi's Mansion Disc and Controller Revealed|website=IGN|date=May 15, 2001|access-date=November 17, 2007|archive-url=https://web.archive.org/web/20131029114824/http://www.ign.com/articles/2001/05/15/pre-e3-luigis-mansion-disc-and-controller-revealed|archive-date=October 29, 2013|url-status=live}}</ref> 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.<ref>{{cite web|url=http://cube.ign.com/articles/377/377563p2.html|title=Metroid Prime Roundtable QA|website=IGN|date=November 15, 2002|access-date=February 20, 2008|archive-url=https://web.archive.org/web/20120305201537/http://cube.ign.com/articles/377/377563p2.html|archive-date=March 5, 2012|url-status=dead}}</ref> In this time he developed ''[[Pikmin]]'' and its sequel ''[[Pikmin 2]]'', based on his experiences gardening.<ref name="New Yorker" /> 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.<ref name="booklet">{{cite book|year=2005|title=Star Fox Assault Instruction Booklet |pages=7, 29, 34–35 |publisher=Nintendo of America}}</ref><ref name="developerpublisher">{{cite web|url=http://www.gamespot.com/gamecube/driving/fzero/news.html?sid=2858754|title=Sega and Nintendo form developmental partnership|last=Satterfield|first=Shane|date=March 28, 2002|website=[[GameSpot]]|access-date=June 20, 2007|quote=The companies [Sega and Nintendo] are codeveloping two F-Zero games... Nintendo will be handling the publishing duties for the GameCube version while Sega will take on the responsibility of releasing the arcade game.|archive-url=https://web.archive.org/web/20090213182143/http://www.gamespot.com/gamecube/driving/fzero/news.html?sid=2858754|archive-date=February 13, 2009|url-status=live}}</ref><ref name="Arcadia">{{cite web |url= http://n-europe.com/news.php?nid=2349 |title= Interview: Sega talk F-Zero |access-date= February 2, 2008 |date= May 17, 2002 |publisher= N-Europe |website= Arcadia magazine |quote= We're [Amusement Vision] taking care of the planning and execution. Once things really begin to take shape, we'll turn to Nintendo for supervision. |url-status= dead |archive-url= https://web.archive.org/web/20080609020646/http://n-europe.com/news.php?nid=2349 |archive-date= June 9, 2008}}</ref> With the help of [[Hideo Kojima]], he guided the developers of ''[[Metal Gear Solid: The Twin Snakes]]''.<ref name="MGS">{{cite web|url=http://www.ign.com/articles/2003/05/01/metal-gear-solid-official|access-date=October 28, 2006|website=[[IGN]]|title=Metal Gear Solid Official|date=May 2003|archive-url=https://web.archive.org/web/20130209020906/http://www.ign.com/articles/2003/05/01/metal-gear-solid-official|archive-date=February 9, 2013|url-status=live}}</ref> 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.<ref name="IGN-Preview">{{cite web| url = http://ds.ign.com/articles/513/513155p1.html| title = E3 2004: Hands-on: Super Mario 64 x4| first = Craig| last = Harris| date = May 11, 2004| website = IGN| access-date = October 16, 2008| archive-url = https://web.archive.org/web/20081230213214/http://ds.ign.com/articles/513/513155p1.html| archive-date = December 30, 2008| url-status = dead}}</ref> At [[E3]] 2005, Miyamoto showed off ''Nintendogs'' with [[Tina Wood]], where he promised to show her "a few more tricks" backstage.<ref>{{cite web|url = https://www.youtube.com/watch?v=anRy0JeHeCY|access-date = July 4, 2023|title = Nintendo E3 2005 Press Conference|website = [[YouTube]]| date=June 28, 2012 |archive-date = July 4, 2023|archive-url = https://web.archive.org/web/20230704134554/https://www.youtube.com/watch?v=anRy0JeHeCY|url-status = live}}</ref> 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 (video game series)|''Wii'' series]], including ''[[Wii Fit]]''. His inspiration for ''Wii Fit'' was to encourage conversation and family bonding.<ref name="New Yorker" /> At [[History of the Electronic Entertainment Expo|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]]'',<ref name="Iwata Asks 1.1">{{cite web |url=http://iwataasks.nintendo.com/interviews/#/wii/super_mario_galaxy/0/0 |title=How Super Mario Galaxy was Born |publisher=[[Nintendo]] |access-date=June 30, 2015 |url-status=dead |archive-url=https://web.archive.org/web/20160927194716/http://iwataasks.nintendo.com/interviews/ |archive-date=September 27, 2016}}</ref> ''[[New Super Mario Bros. Wii]]'',<ref>{{cite web |url=http://www.g4tv.com/thefeed/blog/post/696129/new-super-mario-bros-achieves-shigeru-miyamotos-dream-multiplayer/ |title=New Super Mario Bros. Achieve Shigeru Miyamoto's Dream: Multiplayer |last=Klepek |first=Patrick |date=June 2, 2009 |work=G4 |access-date=June 3, 2009 |url-status=dead |archive-url=https://web.archive.org/web/20121017210506/http://www.g4tv.com/thefeed/blog/post/696129/new-super-mario-bros-achieves-shigeru-miyamotos-dream-multiplayer/ |archive-date=October 17, 2012}}</ref> and ''[[Super Mario Galaxy 2]]''.<ref>{{cite web |url=http://www.andriasang.com/e/blog/2010/05/18/iwata_asks_mario_staff/ |title=Super Mario Galaxy 2 Staff Quizzed by Iwata |last=Gantayat |first=Anoop |date=May 18, 2010 |publisher=andriasang |access-date=July 15, 2011 |url-status=dead |archive-url=https://web.archive.org/web/20100519174042/http://www.andriasang.com/e/blog/2010/05/18/iwata_asks_mario_staff/ |archive-date=May 19, 2010}}</ref> ===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]]''.<ref name="iwata asks 1">{{cite web |url=http://iwataasks.nintendo.com/interviews/#/3ds/luigis-mansion-dark-moon/0/0 |title=Like a Shephard |publisher=Nintendo of America |work=Iwata Asks: Luigi's Mansion: Dark Moon |access-date=March 31, 2013 |archive-date=July 25, 2015 |archive-url=https://web.archive.org/web/20150725233103/http://iwataasks.nintendo.com/interviews/#/3ds/luigis-mansion-dark-moon/0/0 |url-status=live }}</ref><ref>{{cite web |url=http://www.gamnesia.com/news/miyamoto-discusses-how-the-gamepad-is-used-in-star-fox-for-wii-u#.VJUb9UAKA |title=Miyamoto Discusses How the GamePad is Used in Star Fox for Wii U |last=Zangari |first=Alex |date=December 18, 2014 |publisher=Gamnesia |access-date=December 22, 2014 |url-status=dead |archive-url=https://web.archive.org/web/20141222104028/http://www.gamnesia.com/news/miyamoto-discusses-how-the-gamepad-is-used-in-star-fox-for-wii-u#.VJf1IA0A |archive-date=December 22, 2014}}</ref> 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]].<ref>{{cite web|url=https://www.nintendo.co.jp/ir/pdf/2015/150713e.pdf|title=Notification of Death and Personnel Change of a Representative Director (President)|publisher=Nintendo Co. Ltd.|access-date=September 14, 2015|date=July 12, 2015|archive-url=https://web.archive.org/web/20150713000056/http://www.nintendo.co.jp/ir/pdf/2015/150713e.pdf|archive-date=July 13, 2015|url-status=live}}</ref> 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.<ref name="Sep2015NintendoPres">{{cite web|url=https://www.nintendo.co.jp/ir/pdf/2015/150914e.pdf|date=September 14, 2015|access-date=September 14, 2015|title=Notice Regarding Personnel Change of a Representative Director and Role Changes of Directors|publisher=[[Nintendo|Nintendo Co. Ltd.]]|url-status=dead|archive-url=https://web.archive.org/web/20150914064221/http://www.nintendo.co.jp/ir/pdf/2015/150914e.pdf|archive-date=September 14, 2015}}</ref> In his capacity as Creative Fellow, he provides feedback and guidance to game directors during development.<ref>{{cite web|first=Tamoor|last=Hussain|website=[[GameSpot]]|date=September 14, 2015|access-date=September 14, 2015|title=Nintendo Appoints New President|url=http://www.gamespot.com/articles/nintendo-appoints-new-president/1100-6430518/|archive-url=https://web.archive.org/web/20150916182414/http://www.gamespot.com/articles/nintendo-appoints-new-president/1100-6430518/|archive-date=September 16, 2015|url-status=live}}</ref><ref>{{Cite magazine |last=Reeves |first=Ben |date=June 18, 2017 |title=How Shigeru Miyamoto Influenced Mario Odyssey's Development |url=https://www.gameinformer.com/b/news/archive/2017/06/18/how-shigeru-miyamoto-influenced-mario-odyssey-s-development.aspx |url-status=live |archive-url=https://web.archive.org/web/20210903202635/https://www.gameinformer.com/b/news/archive/2017/06/18/how-shigeru-miyamoto-influenced-mario-odyssey-s-development.aspx |archive-date=September 3, 2021 |access-date=September 3, 2021 |magazine=[[Game Informer]]}}</ref> 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 (company)|Illumination]].<ref name="Mario movie">{{Cite web |url=https://www.engadget.com/2018-01-31-shigeru-miyamoto-will-co-produce-a-mario-anime.html |title= Shigeru Miyamoto will co-produce a 'Mario' animated movie|date= February 2018|access-date=July 1, 2020 |archive-url=https://web.archive.org/web/20200703145657/https://www.engadget.com/2018-01-31-shigeru-miyamoto-will-co-produce-a-mario-anime.html |archive-date=July 3, 2020 |url-status=live }}</ref> Miyamoto was heavily involved with the design and construction of [[Super Nintendo World]], a themed area featured at [[Universal Studios Japan]], [[Universal Studios Hollywood]], and [[Universal Epic Universe]] and under construction at [[Universal Studios Singapore]]. 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.<ref>{{Cite web |url=https://blooloop.com/link/super-nintendo-world-universal-miyamoto/ |title=Miyamoto: Super Nintendo World will be "worth the wait"|work=Blooloop |access-date=July 1, 2020 |archive-url=https://web.archive.org/web/20200701120711/https://blooloop.com/link/super-nintendo-world-universal-miyamoto/ |archive-date=July 1, 2020 |url-status=live }}</ref> ==Development philosophy== {{Rquote|quotetext=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.|source=Shigeru Miyamoto <small>(translated)</small><ref name="GDC: Miyamoto Keynote" />|quote=|align=right}} 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.<ref name="New Yorker" /> 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."<ref name="Miyamoto Talks Dolphin at Space World 99">{{cite interview | title=Miyamoto Talks Dolphin at Space World '99 | publisher=GameSpot | date=August 28, 1999 | interviewer=Chris Johnston | first=Shigeru | last=Miyamoto | subject-link=Shigeru Miyamoto | url=http://www.gamespot.com/articles/miyamoto-talks-dolphin-at-space-world-and14599/1100-2460819/ | access-date=July 6, 2014 | archive-url=https://web.archive.org/web/20140323055518/http://www.gamespot.com/articles/miyamoto-talks-dolphin-at-space-world-and14599/1100-2460819/ | archive-date=March 23, 2014 | url-status=live }}</ref> Miyamoto wants players to experience ''[[kyokan]]''; he wants "the players to feel about the game what the developers felt themselves."<ref name="New Yorker" /> 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.<ref name="New Yorker" /> 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.<ref name="New Yorker" /> 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.<ref name="New Yorker" /> 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".<ref name="TSF">{{cite magazine |title=The Future of RPGs – Developer Interviews |magazine=The Super Famicom |date=November 27, 1992 |volume=3 |issue=22 |pages=89–97 |lang=ja |url=https://archive.org/details/thesuperfamicom1992no.22hq/TheSuperFamicom%201992%20No.22%20LQ/page/n92 |access-date=October 14, 2021 }} *{{cite web |title=The Future of RPGs – 1992 Developer Interviews |website=Shmuplations |url=https://shmuplations.com/futureofrpgs/ |access-date=October 16, 2021 |archive-date=January 27, 2021 |archive-url=https://web.archive.org/web/20210127115802/http://shmuplations.com/futureofrpgs/ |url-status=live }}</ref> 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";<ref name="Miyamoto Talks Dolphin at Space World 99" /> therefore, the more than 90 total minutes of short cutscenes interspersed throughout ''Ocarina of Time''<ref name="GDC: Miyamoto Keynote"/> deliver more interactive cinematic qualities.<ref name="Miyamoto Talks Dolphin at Space World 99" /><ref name="Iwata Asks OoT 3D Original">{{cite interview | url=http://iwataasks.nintendo.com/interviews/#/3ds/zelda-ocarina-of-time/1/0 | interviewer=[[Satoru Iwata]] | first1=Toshio | last1=Iwawaki | first2=Eiji | last2=Aonuma | first3=Takumi | last3=Kawagoe | first4=Yoshiaki | last4=Koizumi | first5=Toru | last5=Osawa | title=Iwata Asks: The Legend of Zelda: Ocarina of Time 3D: Original Development Staff – Part 1 | publisher=Nintendo of America, Inc. | access-date=February 4, 2015 | archive-url=https://web.archive.org/web/20150725233103/http://iwataasks.nintendo.com/interviews/#/3ds/zelda-ocarina-of-time/1/0 | archive-date=July 25, 2015 | url-status=live }}</ref> 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".<ref name="GDC: Miyamoto Keynote" /> For these reasons, he opposes prerendered cutscenes.<ref name="GDC: Miyamoto Keynote" /><ref name="Iwata Asks OoT 3D Miyamoto" /><ref name="Miyamoto Talks Dolphin at Space World 99" /> 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]."<ref name="GDC: Miyamoto Keynote" /> Miyamoto has occasionally been critical of the [[role-playing video game|role-playing game]] (RPG) genre. In a 1992 interview, when asked whether ''Zelda'' is an RPG series, he declined but classified it as "a real-time adventure"; he said he was "not interested in [games] decided by stats and numbers [but in preserving] as much of that 'live' feeling as possible", which he said "[[action games]] are better suited in conveying".<ref name="TSF" /> In 2003, he described his "fundamental dislike" of the 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."<ref name="Nintendo Official Magazine Sept 14, 2003">{{cite magazine | title=Nintendo Official Magazine | magazine=Nintendo Official Magazine | date=September 14, 2003 | url=http://www.miyamotoshrine.com/theman/interviews/081403.shtml | url-status=dead | archive-url=https://web.archive.org/web/20110927050900/http://www.miyamotoshrine.com/theman/interviews/081403.shtml | archive-date=September 27, 2011 | access-date=November 23, 2017}}</ref> While critical of the RPG gameplay system,<ref name="Nintendo Official Magazine Sept 14, 2003" /> he has occasionally praised certain aspects of RPGs, such as [[Yuji Horii]]'s writing in the ''[[Dragon Quest]]'' series, the "interactive cinematic approach" of the ''[[Final Fantasy]]'' series,<ref name="TSF" /> and [[Shigesato Itoi]]'s dialogue in the ''[[Mother (video game series)|Mother]]'' series.<ref name="Nintendo Official Magazine Sept 14, 2003" /> ==Impact== [[File:Takashi Tezuka, Shigeru Miyamoto and Kōji Kondō.jpg|thumb|[[Takashi Tezuka]], Miyamoto, and [[Koji Kondo]], 2015]] ''Time'' called Miyamoto "the [[Steven Spielberg|Spielberg]] of video games"<ref>{{cite magazine| url=http://content.time.com/time/magazine/article/0,9171,984568,00.html| magazine=Time| title=The Spielberg of video games| date=July 20, 1996| author=Jackson, David S.| access-date=April 25, 2014| archive-url=https://web.archive.org/web/20140426215011/http://content.time.com/time/magazine/article/0,9171,984568,00.html| archive-date=April 26, 2014| url-status=live}}</ref> and "the father of modern video games,"<ref name="Time 10 questions" /> while ''The Daily Telegraph'' says he is "regarded by many as possibly the most important game designer of all time."<ref name="Daily Telegraph 1999" /> ''GameTrailers'' called him "the most influential game creator in history."<ref name="GT countdown">{{cite web |url=http://www.gametrailers.com/videos/0sjlce/gt-countdown-top-ten-game-creators |title=GT Countdown Video – Top Ten Game Creators |publisher=GameTrailers |access-date=February 25, 2014 |archive-url=https://web.archive.org/web/20140426223355/http://www.gametrailers.com/videos/0sjlce/gt-countdown-top-ten-game-creators |archive-date=April 26, 2014 |url-status=dead }}</ref> 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."<ref name="Daily Telegraph 1999">{{cite web |url=http://www.danielpemberton.com/shigerumiyamoto.html |title=danielpemberton.com |publisher=danielpemberton.com |access-date=September 17, 2013 |url-status=dead |archive-url=https://web.archive.org/web/20121208051104/http://www.danielpemberton.com/shigerumiyamoto.html |archive-date=December 8, 2012}}</ref> 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.<ref name="Daily Telegraph 1999" /> Calling him one of the few "video-game [[auteur]]s," ''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.<ref name="New Yorker" /> ''The Daily Telegraph'' similarly attributed Nintendo's success to Miyamoto more than any other person.<ref name="Daily Telegraph 1999" /> ''[[Next Generation (magazine)|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."<ref>{{cite magazine|title=75 Power Players: The Wizard|magazine=[[Next Generation (magazine)|Next Generation]]|issue=11|date=November 1995|page=50}}</ref> ===Industry=== <!-- Commented out: [[File:NES Super Mario Bros.png|thumb|right|Miyamoto developed ''Super Mario Bros.'', one of the most influential and bestselling games of all time.]] --> <!-- Donkey Kong era --> 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.<ref name="i am error naming">{{cite book | first = Nathan | last = Altice | title = I Am Error: The Nintendo Family Computer / Entertainment System Platform | chapter = Chapter 2: Ports | pages =53–80 | isbn = 9780262028776 | publisher = [[MIT Press]] | date = 2015 }}</ref> Particularly novel, the vertical genre was initially referred to as "''Donkey Kong''-type" or "''Kong''-style",<ref name="CVG26">{{cite magazine|magazine=[[Computer and Video Games]]|title=Gorilla Keeps on Climbing! Kong|pages=40–1|issue=26 (December 1983)|date=November 16, 1983|url=https://archive.org/details/computer-video-games-magazine-026/page/n38/mode/1up}}</ref><ref name="i am error naming" /> before finalizing as "platform".<ref name="i am error naming" /> Earlier games either use storytelling or [[cutscenes]], but ''Donkey Kong'' combines both to introduce the use of cutscenes to visually advance a complete story.<ref name="Lebowitz">{{cite book |last1=Lebowitz |first1=Josiah |last2=Klug |first2=Chris |title=Interactive Storytelling for Video Games: A Player-centered Approach to Creating Memorable Characters and Stories |date=2011 |publisher=[[Taylor & Francis]] |isbn=978-0-240-81717-0 |page=14 |url=https://books.google.com/books?id=QUrarEcvaO8C&pg=PA14 |access-date=April 25, 2021 |archive-date=April 25, 2021 |archive-url=https://web.archive.org/web/20210425124157/https://books.google.com/books?id=QUrarEcvaO8C&pg=PA14 |url-status=live}}</ref> It has multiple, distinct [[Level (video games)|levels]] that progress the storyline.<ref name="RG">{{cite news |title=Donkey Kong |url=https://www.retrogamer.net/retro_games80/donkey-kong-4/ |access-date=May 4, 2021 |work=[[Retro Gamer]] |publisher=[[Future Publishing Limited]] |date=September 13, 2008 |archive-date=June 30, 2021 |archive-url=https://web.archive.org/web/20210630133207/https://www.retrogamer.net/retro_games80/donkey-kong-4/ |url-status=live }}</ref><ref name="Lebowitz" /> ''[[Computer and Video Games]]'' called ''Donkey Kong'' "the most momentous" [[1981 in video games|release of 1981]].<ref>{{cite magazine |last1=Glancey |first1=Paul |title=The Complete History of Computer and Video Games |magazine=[[Computer and Video Games]] |date=1996 |pages=15–6 |url=https://archive.org/details/book_complete_history_of_video_games/page/n13/mode/2up}}</ref> <!-- NES era --> 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".<ref name="New Yorker" /> ''The Daily Telegraph'' said it "set the standard for all future videogames".<ref name="Daily Telegraph 1999" /> G4 noted its revolutionary gameplay and its role in "almost single-handedly" rescuing the video game industry after the [[North American video game crash of 1983]].<ref>{{cite web|url=http://www.g4tv.com/top-100/478/super-mario-bros/|title=G4TV's Top 100 Games – 1 Super Mario Bros|year=2012|publisher=[[G4 (U.S. TV channel)|G4TV]]|access-date=June 27, 2012|archive-url=https://web.archive.org/web/20141123063703/http://www.g4tv.com/top-100|archive-date=November 23, 2014|url-status=live}}</ref> The game also popularized the [[side-scrolling video game]] genre. ''The New Yorker'' described Mario as the first folk hero of video games, with as much influence as [[Mickey Mouse]].<ref name="New Yorker" /> ''[[GameSpot]]'' featured [[The Legend of Zelda (video game)|''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 [[Saved game|saving]], laying the foundations for later [[action-adventure game]]s like ''[[Metroid]]'' and [[role-playing video game]]s like ''[[Final Fantasy]]'', while influencing most modern games in general.<ref name="gspot_zelda">{{cite web|title=15 Most Influential Games of All Time: The Legend of Zelda |website=[[GameSpot]] |url=http://www.gamespot.com/gamespot/features/video/15influential/p9_01.html |access-date=January 24, 2010 |url-status=dead |archive-url=https://web.archive.org/web/20060130212907/http://www.gamespot.com/gamespot/features/video/15influential/p9_01.html |archive-date=January 30, 2006 }}</ref> 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".<ref name="gi_best">{{cite magazine|author=Staff|title=The Top 200 Games of All Time|pages=44–79|issue=200|date=December 2009|magazine=[[Game Informer]]|issn=1067-6392|oclc=27315596}}</ref> <!-- SNES era --> At the time of the release of ''[[Star Fox (1993 video game)|Star Fox]]'', the use of filled, [[3D computer graphics|three-dimensional]] [[polygon (computer graphics)|polygons]] in a console game was very unusual, apart from a handful of earlier titles.<ref>{{cite web | author=News & Features Team | date=June 27, 2006 | title=Essential Games for the Animal Within | website=IGN | url=http://xbox360.ign.com/articles/746/746646p2.html | access-date=September 4, 2006 | archive-url=https://web.archive.org/web/20061127025658/http://xbox360.ign.com/articles/746/746646p2.html | archive-date=November 27, 2006 | url-status=live }}</ref> 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)|Super Smash Bros.]]'' series. <!-- Nintendo 64 era --> His game ''[[Super Mario 64]]'' defined the field of 3D game design, particularly with its use of a dynamic [[Virtual camera system|camera system]] and the implementation of its analog control.<ref name="gamespotinf">{{cite web|url=http://www.gamespot.com/gamespot/features/video/15influential/p15_01.html |title=15 Most Influential Games of All Time |website=[[GameSpot]] |access-date=July 3, 2006 |url-status=dead |archive-url=https://web.archive.org/web/20060130160346/http://www.gamespot.com/gamespot/features/video/15influential/p15_01.html |archive-date=January 30, 2006 }}</ref><ref>{{cite web| url=http://ign64.ign.com/articles/091/091398p1.html| title=N64 Reader Tributes: Super Mario 64| website=IGN| access-date=October 21, 2006| archive-url=https://web.archive.org/web/20061019000017/http://ign64.ign.com/articles/091/091398p1.html| archive-date=October 19, 2006| url-status=dead}}</ref><ref name="1up1">{{cite web| url=http://www.1up.com/do/feature?cId=3135350| title=The Essential 50 Part 36: Super Mario 64| website=[[1UP.com]]| access-date=October 21, 2006| archive-url=https://archive.today/20120526080712/http://www.1up.com/do/feature?cId=3135350| archive-date=May 26, 2012| url-status=dead}}</ref> ''[[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.<ref name="Essential 50">{{cite web|url=http://www.1up.com/features/essential-50-ocarina-time|title=The Essential 50 Part 40: The Legend of Zelda: Ocarina of Time|website=[[1UP.com]]|access-date=October 23, 2007|archive-url=https://archive.today/20120718054136/http://www.1up.com/features/essential-50-ocarina-time|archive-date=July 18, 2012|url-status=dead}}</ref><ref>{{cite web |url=http://www.ign.com/articles/2010/08/27/ign-presents-the-history-of-zelda?page=5 |title=IGN Presents the History of Zelda |first=Travis |last=Fahs |website=IGN |date=December 17, 2008 |access-date=January 16, 2009 |archive-url=https://web.archive.org/web/20160408010133/http://www.ign.com/articles/2010/08/27/ign-presents-the-history-of-zelda?page=5 |archive-date=April 8, 2016 |url-status=live }}</ref> <!-- Wii era --> The Wii, which Miyamoto played a major role in designing, is the first wireless motion-controlled video game console.<ref name="New Yorker" /> ===Critical reception=== Miyamoto's games have received outstanding critical praise, and are widely considered among the greatest of all time.<ref name="New Yorker" /> Games in Miyamoto's ''The Legend of Zelda'' series have received outstanding critical acclaim. [[The Legend of Zelda: A Link to the Past|''A Link to the Past'']] is a landmark game for Nintendo and is widely considered today to be one of the greatest video games of all time. [[The Legend of Zelda: Ocarina of Time|''Ocarina of Time'']] is widely considered by critics and gamers alike to be one of the greatest video games ever made.<ref name="1up_ocarina">{{cite web| title=Ocarina of Time Hits Virtual Console | website=1UP.com | url=http://www.1up.com/news/ocarina-time-hits-virtual-console |url-status=dead | archive-url=https://web.archive.org/web/20110629031529/http://www.1up.com/news/ocarina-time-hits-virtual-console | archive-date=June 29, 2011 | access-date=November 30, 2017 | quote="the apex of 6-4bit[sic] gaming and oft-cited "Best Game Ever Made, The Legend of Zelda: Ocarina of Time, has touched down over the pond for play on the Wii Virtual Console in most PAL-enabled regions."}}</ref><ref>{{cite web | title=Legend of Zelda: Ocarina of Time | website=[[Metacritic]] | url=https://www.metacritic.com/game/the-legend-of-zelda-ocarina-of-time/critic-reviews/?platform=nintendo-64 | access-date=February 3, 2010 | archive-url=https://web.archive.org/web/20101121132259/http://www.metacritic.com/game/nintendo-64/the-legend-of-zelda-ocarina-of-time | archive-date=November 21, 2010 | url-status=live }} Metacritic here states that ''Ocarina of Time'' is "[c]onsidered by many to be the greatest single-player video game ever created in any genre".</ref><ref name="best_games">{{cite web |url=http://www.filibustercartoons.com/games.htm |title=The Best Video Games in the History of Humanity |publisher=Filibustercartoons.com |access-date=September 12, 2010 |archive-url=https://archive.today/20060902002649/http://www.filibustercartoons.com/games.htm |archive-date=September 2, 2006 |url-status=usurped }}</ref><ref>{{cite magazine | last=Ryan | first=Michael E. | title=I Gotta Have This Game Machine! | magazine=Familypc | volume=7 | issue=11 | orig-date=2000 | page=112 | date=July 24, 2013 | quote=Considered by many to be the greatest video game ever}}</ref> ''Ocarina of Time'' was listed by [[Guinness World Records]] as the highest-rated video game in history, citing its [[Metacritic]] score of 99 out of 100.<ref>{{cite web|url=http://gamers.guinnessworldrecords.com/records/nintendo.aspx |title=Guinness World Records Gamer's Edition – Records – Nintendo |author=Guinness World Records |url-status=dead |archive-url=https://web.archive.org/web/20080405020333/http://gamers.guinnessworldrecords.com/records/nintendo.aspx |archive-date=April 5, 2008 }}</ref> ''Twilight Princess'' was released to universal critical acclaim, and is the third highest-rated game for the Wii.<ref name="Metacritic Wii all time" /> It received perfect scores from major publications such as [[ComputerAndVideoGames.com|CVG]], ''[[Electronic Gaming Monthly]]'', ''[[Game Informer]]'', [[GamesRadar]], and [[GameSpy]].<ref name="1UP">{{cite web|url=http://www.1up.com/reviews/legend-zelda|title=1up's Wii Review: Legend of Zelda: Twilight Princess|website=[[1UP.com]]|first=Jeremy|last=Parish|date=November 16, 2006|access-date=January 31, 2007|url-status=dead|archive-url=https://archive.today/20070927213408/http://www.1up.com/do/reviewPage?cId=3155329&sec=REVIEWS|archive-date=September 27, 2007}}</ref><ref name="EGM">{{cite magazine|first=Jeremy|last= Parish|title=The Legend of Zelda: Twilight Princess review| magazine=[[Electronic Gaming Monthly]]|volume=211|pages=56–58|date=January 2007}}</ref><ref name="game informer">{{cite magazine|url=http://www.gameinformer.com/NR/exeres/E9CD9493-4C3A-4FB9-BF2E-7A1E9E157B9E.htm |title=The Legend of Zelda: Twilight Princess|access-date=December 5, 2006|magazine=[[Game Informer]]|first=Andrew|last=Reiner|url-status=dead |archive-url=https://web.archive.org/web/20080801033641/http://www.gameinformer.com/NR/exeres/E9CD9493-4C3A-4FB9-BF2E-7A1E9E157B9E.htm|archive-date=August 1, 2008}}</ref><ref name="gamespy">{{cite web|url=http://wii.gamespy.com/wii/legend-of-zelda-wii/745573p1.html |title=The Legend of Zelda: Twilight Princess Review |first=Bryn |last=Williams |date=November 13, 2006 |access-date=December 5, 2006 |publisher=[[GameSpy]] |url-status=dead |archive-url=https://web.archive.org/web/20061202120515/http://wii.gamespy.com/wii/legend-of-zelda-wii/745573p1.html |archive-date=December 2, 2006 }}</ref><ref name="GamesRadar Wii">{{cite web|url=http://www.gamesradar.com/wii/legend-of-zelda-twilight-princess/review/the-legend-of-zelda-twilight-princess/a-20061118134521822031/g-20060509134454277061|title=Legend of Zelda: Twilight Princess Review. Wii Reviews|work=gamesradar |date=November 21, 2006|access-date=November 12, 2008|archive-url=https://web.archive.org/web/20080726083641/http://www.gamesradar.com/wii/legend-of-zelda-twilight-princess/review/the-legend-of-zelda-twilight-princess/a-20061118134521822031/g-20060509134454277061|archive-date=July 26, 2008|url-status=live}}</ref> Critical analysis of ''[[Super Mario Bros.]]'' has been extremely positive, with many touting it as one of the [[list of video games considered the best|best video games of all time]].<ref>Sources calling ''Super Mario Bros.'' one of the all-time best games include these:<br /> *{{cite web |url=http://www.g4tv.com/top-100 |title=G4TV's Top 100 Games |website=www.g4tv.com |publisher=[[G4 (U.S. TV channel)|G4]] |date=2012 |archive-date=November 23, 2014 |url-status=dead |archive-url=https://web.archive.org/web/20141123063703/http://www.g4tv.com/top-100 |access-date=March 30, 2017 }} *{{cite web |url=http://gamingbolt.com/top-100-greatest-video-games-ever-made |title=Top 100 Greatest Video Games Ever Made |date=April 19, 2013 |website=www.gamingbolt.com |publisher=GamingBolt |archive-date=October 26, 2014 |archive-url=https://web.archive.org/web/20141026161536/http://gamingbolt.com/top-100-greatest-video-games-ever-made |access-date=March 30, 2017 }} *{{cite magazine|title=The Top 200 Games of All Time |magazine=[[Game Informer]] |issue=200 |date=January 2010}} *{{cite web |url=http://top100.ign.com/2003/ |archive-date=December 7, 2014 |archive-url=https://web.archive.org/web/20141207120250/http://top100.ign.com/2003/ |url-status=dead |title=IGN's Top 100 Games of All Time |work=[[IGN]] |year=2003 |access-date=December 17, 2014 }} *{{cite web |url=http://top100.ign.com/2005/ |url-status=dead |archive-url=https://web.archive.org/web/20141207120250/http://top100.ign.com/2003/ |archive-date=December 7, 2014 |title=IGN's Top 100 Games of All Time |website=[[IGN]] |year=2003 |access-date=December 17, 2014 }} *{{cite web |url=http://top100.ign.com/2007/ |url-status=dead |archive-url=https://web.archive.org/web/20071203021612/http://top100.ign.com/2007/ |archive-date=December 3, 2007 |title=The Top 100 Games of All Time! |website=IGN |year=2007 |access-date=October 28, 2017 }} *{{cite web |url=http://ign.com/lists/top-100-games |title=Top 100 Games Of All Time |website=[[IGN]] |year=2015 |access-date=October 28, 2017 |archive-date=June 14, 2018 |archive-url=https://web.archive.org/web/20180614021412/http://www.ign.com/lists/top-100-games |url-status=live }} *{{cite web |url=http://www.slantmagazine.com/features/article/100-greatest-video-games-of-all-time/P10 |date=June 9, 2014 |url-status=bot: unknown |archive-url=https://web.archive.org/web/20150712044110/http://www.slantmagazine.com/features/article/100-greatest-video-games-of-all-time/P10 |archive-date=July 12, 2015 |title=The 100 Greatest Video Games of All Time |website=slantmagazine.com |access-date=July 12, 2015 }} *{{cite magazine |url=https://techland.time.com/2012/11/15/all-time-100-video-games/ |url-status=live |archive-url=https://web.archive.org/web/20160307075016/http://techland.time.com/2012/11/15/all-time-100-video-games/ |archive-date=March 7, 2016 |title=All-TIME 100 Video Games |magazine=[[Time (magazine)|Time]] |date=November 15, 2012 |access-date=October 28, 2017 }} *{{cite web |url=https://time.com/4458554/best-video-games-all-time/ |url-status=live |archive-url=https://web.archive.org/web/20160830154639/http://time.com/4458554/best-video-games-all-time/ |archive-date=August 30, 2016 |last1=Peckham |first1=Matt |last2=Eadicicco |first2=Lisa |last3=Fitzpatrick |first3=Alex |last4=Vella |first4=Matt |last5=Patrick Pullen |first5=John |last6=Raab |first6=Josh |last7=Grossman |first7=Lev |date=August 23, 2016 |title=The 50 Best Video Games of All Time |access-date=August 30, 2016 }} *{{cite web |url=https://www.polygon.com/features/2017/11/27/16158276/polygon-500-best-games-of-all-time-500-401 |author=Polygon Staff |date=November 27, 2017 |title=The 500 Best Video Games of All Time |website=Polygon.com |access-date=December 1, 2017 |archive-date=March 3, 2018 |archive-url=https://web.archive.org/web/20180303210843/https://www.polygon.com/features/2017/11/27/16158276/polygon-500-best-games-of-all-time-500-401 |url-status=live }} * {{cite magazine|title=The Top 300 Games of All Time |magazine=Game Informer |issue=300 |date=April 2018}}</ref> 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".<ref name="gi_best" /> ''[[Super Mario 64]]'' is acclaimed by many critics and fans as one of the greatest and most revolutionary video games of all time.<ref name="IGN100-2003">{{cite web|url=http://top100.ign.com/2003/1-10.html |archive-url=https://web.archive.org/web/20100608114912/http://top100.ign.com/2003/1-10.html |archive-date=June 8, 2010 |title=IGN's Top 100 Games |website=IGN |year=2003 |access-date=February 2, 2008 |url-status=dead }}</ref><ref name="IGN100-2005">{{cite web|url=http://top100.ign.com/2005/001-010.html |archive-url=https://web.archive.org/web/20100301132404/http://top100.ign.com/2005/001-010.html |archive-date=March 1, 2010 |title=IGN's Top 100 Games |website=IGN |year=2005 |access-date=February 11, 2006 |url-status=dead }}</ref><ref name="IGN100-2007">{{cite web|url=http://top100.ign.com/2007/ign_top_game_5.html |archive-url=https://web.archive.org/web/20120216163241/http://top100.ign.com/2007/ign_top_game_5.html |archive-date=February 16, 2012 |title=IGN's Top 100 Games of All Time |website=IGN |year=2007 |access-date=February 2, 2008 |url-status=dead }}</ref><ref name="GI100">{{Cite magazine| date= August 2001| title= Top 100 Games of All Time| magazine= [[Game Informer]]| page= 36}}</ref><ref name="yahoo100">{{cite web|url=http://uk.videogames.games.yahoo.com/specials/100games/1.html |archive-url=https://web.archive.org/web/20111127135433/http://uk.videogames.games.yahoo.com/specials/100games/1.html |archive-date=November 27, 2011 |title=The 100 Greatest Computer Games of All Time |publisher=[[Yahoo! Games]] |access-date=February 2, 2008 |url-status=dead }}</ref><ref name="GF100">{{cite web | url=http://www.gamefaqs.com/features/contest/top10| title=Fall 2005: 10-Year Anniversary Contest — The 10 Best Games Ever| website=[[GameFAQs]] | access-date=January 26, 2007 |archive-url=https://web.archive.org/web/20070220160701/http://www.gamefaqs.com/features/contest/top10 |archive-date=February 20, 2007}}</ref> According to Metacritic, ''[[Super Mario Galaxy]]'' and ''[[Super Mario Galaxy 2]]'' are the highest- and second-highest-rated games, respectively, for the Wii.<ref name="Metacritic Wii all time">{{cite web |url=http://www.metacritic.com/browse/games/score/metascore/all/wii?sort=desc |title=Highest and Lowest Scoring Games |website=Metacritic |access-date=September 17, 2013 |archive-url=https://web.archive.org/web/20130908112757/http://www.metacritic.com/browse/games/score/metascore/all/wii?sort=desc |archive-date=September 8, 2013 |url-status=live }}</ref> A 1995 article in ''Maximum'' stated that "in gaming circles Miyamoto's name carries far more weight than [[Steven Spielberg]]'s could ever sustain."<ref>{{cite magazine|title=Mario No Dinosaur|magazine=Maximum: The Video Game Magazine|issue=1|date=October 1995|pages=138–140}}</ref> ===Commercial reception=== More than 1 billion copies of games featuring franchises created by Miyamoto have been sold.<ref>{{Cite news |last=MacDonald |first=Keza |date=2023-12-30 |title=Nintendo's design guru Shigeru Miyamoto: 'I wanted to make something weird' |language=en-GB |work=[[The Guardian]] |url=https://www.theguardian.com/culture/2023/dec/30/nintendo-shigeru-miyamoto-interview-mario-zelda-switch-pikmin-splatoon |access-date=2023-12-30 |issn=0261-3077 |archive-date=February 17, 2024 |archive-url=https://web.archive.org/web/20240217232115/https://www.theguardian.com/culture/2023/dec/30/nintendo-shigeru-miyamoto-interview-mario-zelda-switch-pikmin-splatoon |url-status=live }}</ref> <!-- Mario sales --> Miyamoto's ''Mario'' series is, by far, the [[List of best-selling video game franchises|best-selling video game franchise of all time]], selling over 800 million units. ''Super Mario Bros.'' is the sixth [[List of best-selling video games|best-selling video game of all time]]. The game was the all-time bestselling video game for over 20 years until its lifetime sales were surpassed by ''[[Wii Sports]]''.<ref>{{cite web |title=Getting That "Resort Feel" |url=http://iwataasks.nintendo.com/interviews/#/wii/wiisportsresort/0/3 |work=Iwata Asks: Wii Sports Resort |publisher=Nintendo |quote=As it comes free with every Wii console outside Japan, I'm not quite sure if calling it "World Number One" is exactly the right way to describe it, but in any case it's surpassed the record set by Super Mario Bros., which was unbroken for over twenty years. |page=4 |url-status=live |archive-url=https://web.archive.org/web/20160927194716/http://iwataasks.nintendo.com/interviews/#/wii/wiisportsresort/0/3 |archive-date=September 27, 2016}}</ref> ''Super Mario Bros.'', ''Super Mario Bros. 3'', and ''Super Mario Bros. 2'' were, respectively, the three bestselling games for the [[Nintendo Entertainment System]]. Levi Buchanan of IGN considered ''Super Mario Bros. 3''{{'}}s appearance in the film ''[[The Wizard (1989 film)|The Wizard]]'' as a show-stealing element, and referred to the movie as a "90-minute commercial" for the game.<ref name="IGN-90minutes">{{cite web| url = http://retro.ign.com/articles/882/882647p1.html| title = The 90-Minute Super Mario Bros. 3 Commercial| first = Levi| last = Buchanan| date = June 18, 2008| website = IGN| access-date = January 25, 2009| archive-url = https://web.archive.org/web/20081215104353/http://retro.ign.com/articles/882/882647p1.html| archive-date = December 15, 2008| url-status = dead}}</ref> ''[[Super Mario World]]'' was the bestselling game for the [[Super Nintendo Entertainment System]].<ref name="nintendohistory1">{{cite web|url=http://www.next-gen.biz/features/nintendo-years|title=1990|website=The Nintendo Years|page=2|publisher=[[Next Generation Magazine|Next-Gen.biz]]|date=June 25, 2007|access-date=June 27, 2007|archive-url=https://archive.today/20120905150552/http://www.next-gen.biz/features/nintendo-years|archive-date=September 5, 2012|url-status=live}}</ref><ref name="Mario Sales Data">{{cite web |url=http://www.gamecubicle.com/features-mario-units_sold_sales.htm |title=Mario Sales Data |access-date=August 7, 2013 |archive-url=https://web.archive.org/web/20171001050618/http://www.gamecubicle.com/features-mario-units_sold_sales.htm |archive-date=October 1, 2017 |url-status=live }}</ref> ''Super Mario 64'' was the bestselling Nintendo 64 game,<ref name="GWR08">{{cite book| editor= Craig Glenday| title= Guinness World Records Gamer's Edition 2008| series= [[Guinness World Records]]| date= March 11, 2008| publisher= Guinness| isbn= 978-1-904994-21-3| page= [https://archive.org/details/guinnessworldrec00guin_0/page/50 50]| chapter= Hardware: Best-Sellers by Platform| chapter-url-access= registration|chapter-url= https://archive.org/details/guinnessworldrec00guin_0/page/50}}</ref> and as of May 21, 2003, the game had sold eleven million copies.<ref>{{cite web |url=http://www.ownt.com/qtakes/2003/gamestats/gamestats.shtm |title=All Time Top 20 Best Selling Games |publisher=Ownt.com |date=May 23, 2005|access-date=November 1, 2007|archive-url= https://web.archive.org/web/20060221044930/http://www.ownt.com/qtakes/2003/gamestats/gamestats.shtm |archive-date=February 21, 2006}}</ref> At the end of 2007, ''[[Guinness World Records]]'' reported sales of 11.8 million copies. As of September 25, 2007, it was the seventh [[2007 in video gaming#United States|best-selling video game in the United States]] with six million copies sold.<ref name="USsales">{{cite news| url=http://legacy.signonsandiego.com/news/business/20070925-9999-1n25halo.html| title=Microsoft pins Xbox 360 hopes on 'Halo 3' sales| newspaper=[[U-T San Diego|The San Diego Union-Tribune]]| author=Sidener, Jonathan| date=September 25, 2007| access-date=October 29, 2007| archive-url=https://web.archive.org/web/20120522103658/http://legacy.signonsandiego.com/news/business/20070925-9999-1n25halo.html| archive-date=May 22, 2012| url-status=dead}}</ref> By June 2007, ''Super Mario 64'' had become the second most popular game on [[Wii]]'s [[Virtual Console]], behind ''Super Mario Bros.''<ref>{{cite web| title = Wii VC: 4.7m downloads, 100 games| url = http://www.gamespot.com/wii/action/supermario64/news.html?sid=6171850| website = [[GameSpot]]| date = June 1, 2007| author = Thorsen, Tor| access-date = October 22, 2007| archive-url = https://web.archive.org/web/20090605235007/http://www.gamespot.com/wii/action/supermario64/news.html?sid=6171850| archive-date = June 5, 2009| url-status = live}}</ref> ''Super Mario Sunshine'' is the third [[List of best-selling GameCube video games|best-selling GameCube game]].<ref name="supermariobestselling">{{cite web |url=http://www.gizmodo.co.uk/2015/09/30-best-selling-super-mario-games-of-all-time-on-the-plumbers-30th-birthday/ |title=30 Best-Selling Super Mario Games of All Time on the Plumber's 30th Birthday |last=O'Malley |first=James |date=September 11, 2015 |work=[[Gizmodo]] |publisher=[[Univision Communications]] |access-date=May 2, 2017 |url-status=dead |archive-url=https://web.archive.org/web/20170228130418/http://www.gizmodo.co.uk/2015/09/30-best-selling-super-mario-games-of-all-time-on-the-plumbers-30th-birthday/ |archive-date=February 28, 2017}}</ref> The Mario series continued to see success in sales with entries like Super Mario 3D Land and New Super Mario Bros. 2 for the Nintendo 3DS and New Super Mario Bros. U, Super Mario 3D World, and Mario Maker all topping the charts for the Wii U. The Mario series continued its success on the Nintendo Switch with titles like Super Mario Odyssey and Super Mario Bros. Wonder selling tens of millions of copies. <!-- Zelda sales --> The original game in ''The Legend of Zelda'' series is the fifth-bestselling game for the Nintendo Entertainment System. ''[[The Wind Waker]]'' is the fourth bestselling GameCube game. ''[[Twilight Princess]]'' was commercially successful. In the [[PAL region]], which covers most of Asia, Africa, South America, Australia, New Zealand, and most of Western Europe, ''Twilight Princess'' is the bestselling ''Zelda'' game ever. During its first week, the game was sold with three out of every four Wii purchases.<ref>{{cite web|url=http://www.gamespot.com/wii/action/thelegendofzelda/news.html?sid=6162373|title=Over 600,000 Wiis served|first=Brendan|last=Sinclair|website=[[GameSpot]]|date=November 27, 2006|access-date=January 7, 2007|archive-url=https://web.archive.org/web/20070926213055/http://www.gamespot.com/wii/action/thelegendofzelda/news.html?sid=6162373|archive-date=September 26, 2007|url-status=live}}</ref> The game had sold 4.52 million copies on the Wii as of March 1, 2008,<ref>{{cite web|access-date=May 1, 2008|url=https://www.nintendo.co.jp/ir/pdf/2008/080425e.pdf#page=6|title=Million-Seller Titles of NINTENDO Products|publisher=Nintendo|format=PDF|archive-url=https://web.archive.org/web/20080910032513/http://www.nintendo.co.jp/ir/pdf/2008/080425e.pdf#page=6|archive-date=September 10, 2008|url-status=live}}</ref> and 1.32 million on the GameCube as of March 31, 2007.<ref>{{cite web|url=https://www.nintendo.co.jp/ir/pdf/2007/070427e.pdf|title=Supplementary Information about Earnings Release|publisher=[[Nintendo]]|date=April 27, 2007|access-date=September 17, 2007|archive-url=https://web.archive.org/web/20070927171153/http://www.nintendo.co.jp/ir/pdf/2007/070427e.pdf|archive-date=September 27, 2007|url-status=live}}</ref> Moving forward, ''The Legend of Zelda'' series continued to prove a force for sales and critical acclaim with titles like ''The Legend of Zelda Skyward Sword'' for the Wii in 2011, ''The Legend of Zelda: A Link Between Worlds'' for the Nintendo 3DS, and the titular titles on the Switch, ''The Legend of Zelda: Breath of the Wild'' which sold 32.62 million copies on the Switch<ref>{{cite web |url=https://www.statista.com/statistics/1248052/zelda-botw-unit-sales/ |title=Lifetime unit sales of The Legend of Zelda: Breath of the Wild on Nintendo Switch worldwide as of December 2024 |website=Statista |access-date=April 11, 2025}}</ref> (in addition to modest sales on the Wii U version) and ''The Legend of Zelda: Tears of the Kingdom'' which sold 21.04 million units.<ref>{{cite web |url=https://www.statista.com/statistics/1385879/zelda-tears-of-the-kingdom-units-sold/ |title=Lifetime unit sales generated by The Legend of Zelda: Tears of the Kingdom worldwide as of September 2024 |website=Statista |access-date=April 11, 2025}}</ref> Both of these Zelda games rank among the top sellers for the Nintendo Switch. <!-- Mario Kart series --> The ''Mario Kart'' series is currently the [[List of best-selling video game franchises|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]],<ref name="supermariobestselling" /> and ''Mario Kart Wii'' is the second bestselling game for the [[Wii]]. ''"Mario Kart 8'' is the best selling game for the [[Wii U]] and its enhanced edition, ''Mario Kart 8 Deluxe'' remains the best selling game on the [[Nintendo Switch]] as of April 2025. ''Mario Kart'' games similarly sell millions, such as in ''Mario Kart Super Circuit'' for the [[Game Boy Advance]], ''Mario Kart DS'' for the [[Nintendo DS]], and ''Mario Kart 7'' for the [[Nintendo 3DS]]. <!-- Wii series --> Miyamoto produced ''[[Wii Sports]]'', another of the bestselling games of all time and part of the [[Wii (video game series)|Wii series]]. ''[[Wii Fit]]'' designed by Miyamoto, was the [[List of best-selling video games#Top 20 console games of all time|third best selling console game]] not packaged with a console, with 22.67 million copies sold.<ref name="nintendotop_wii">{{cite web|url=https://www.nintendo.co.jp/ir/en/sales/software/wii.html|title=Nintendo Top Selling Software Sales Units: Wii|date=March 31, 2012|access-date=October 17, 2020|publisher=[[Nintendo]]|archive-date=November 18, 2016|archive-url=https://web.archive.org/web/20161118111108/https://www.nintendo.co.jp/ir/en/sales/software/wii.html|url-status=live}}</ref> <!-- Other ventures --> Outside of video games, Miyamoto produced ''[[The Super Mario Bros. Movie]]'', which ended up becoming the [[List of highest-grossing animated films|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 [[List of highest-grossing films based on video games|highest-grossing film based on a video game]] (or video game series) by a huge margin, making it a huge [[Outlier|statistical outlier]]; for context, the second-highest-grossing film based on a video game is ''[[Sonic the Hedgehog 3]]'' (2024), which grossed $900 million less, for a total of about $492 million.<ref>{{cite web |url=https://www.boxofficemojo.com/title/tt18259086/ |title=Sonic the Hedgehog 3 (2024) |website=Box Office Mojo |access-date=April 11, 2025}}</ref> ===Awards and recognition=== {{quote|quote = [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.|source = [[Will Wright (game designer)|Will Wright]], ''[[The New Yorker]]''<ref name="New Yorker" />}} The name of the main character of the PC game ''[[Daikatana]]'', Hiro Miyamoto, is a homage to Miyamoto.<ref>{{cite web | url=http://dir.salon.com/story/tech/feature/2002/01/02/ion_storm/index.html?pn=5 | title=A Hardcore Elegy for Ion Storm | website=[[Salon (website)|Salon.com]] | page=5 | archive-url=https://web.archive.org/web/20061206142311/http://dir.salon.com/story/tech/feature/2002/01/02/ion_storm/index.html?pn=5 | archive-date=December 6, 2006| access-date=September 19, 2007}}</ref> The character [[List of characters in the Pokémon anime series#Gary Oak|Gary Oak]] from the [[Pokémon (anime)|''Pokémon'' anime series]] is named Shigeru in Japan and is the rival of [[Ash Ketchum]] (called Satoshi in Japan). ''[[Pokémon]]'' creator [[Satoshi Tajiri]] was mentored by Miyamoto. In 1998, Miyamoto was honored as the first person inducted into the [[Academy of Interactive Arts and Sciences' Hall of Fame]].<ref name="Game spot">{{cite web|date=May 12, 1998 |title=Miyamoto Will Enter Hall of Fame |website=GameSpot |url=http://www.gamespot.com/news/2463264.html |access-date=June 30, 2009 |url-status=dead |archive-url=https://web.archive.org/web/20121106233011/http://www.gamespot.com/news/2463264.html |archive-date=November 6, 2012 }}</ref> In 2006, Miyamoto was made a ''Chevalier'' (knight) of the French [[Ordre des Arts et des Lettres]] by the French Minister of Culture [[Renaud Donnedieu de Vabres]].<ref>{{cite web|url=http://www.gamasutra.com/view/feature/2606/from_paris_with_love_de_chevalier_.php|title=From Paris with Love: de Chevalier dans l'Ordre des Arts et des Lettres|author=François Bliss de la Boissière|date=March 15, 2006|access-date=August 25, 2009|archive-url=https://web.archive.org/web/20091112143553/http://www.gamasutra.com/view/feature/2606/from_paris_with_love_de_chevalier_.php|archive-date=November 12, 2009|url-status=dead}}</ref> On November 28, 2006, Miyamoto was featured in [[Time (magazine)|''TIME Asia'']]'s "60 Years of Asian Heroes".<ref name="time.com">{{cite magazine | url=http://www.time.com/time/asia/2006/heroes/bl_miyamoto.html | title=Shigeru Miyamoto: The video-game guru who made it O.K. to play | magazine=[[Time (magazine)|TIME Magazine]] | last=Wright | first=Will | author-link=Will Wright (game designer) | access-date=November 28, 2006 | date=November 13, 2006 | url-status=dead | archive-url=https://web.archive.org/web/20100614082307/http://www.time.com/time/asia/2006/heroes/bl_miyamoto.html | archive-date=June 14, 2010}}</ref> He was later chosen as one of Time Magazine's 100 Most Influential People of the Year in both 2007<ref>{{cite magazine |url=http://www.time.com/time/specials/2007/time100/article/0,28804,1595326_1615737_1615521,00.html |title=The TIME 100 (2007) – Shigeru Miyamoto |magazine=[[Time (magazine)|TIME Magazine]] |last=Wendel |first=Johnathan |author-link=Fatal1ty |access-date=May 3, 2007 |date=May 3, 2007 |archive-url=https://web.archive.org/web/20111112201603/http://www.time.com/time/specials/2007/time100/article/0,28804,1595326_1615737_1615521,00.html |archive-date=November 12, 2011 |url-status=dead }}</ref> and also in 2008, in which he topped the list with a total vote of 1,766,424.<ref>{{cite magazine |url=http://www.time.com/time/specials/2007/article/0,28804,1725112_1726934_1726935,00.html |title=Who is Most Influential? – The 2008 TIME 100 Finalists |magazine=[[Time (magazine)|TIME Magazine]] |access-date=April 12, 2008 |date=April 1, 2008 |archive-url=https://web.archive.org/web/20110203011702/http://www.time.com/time/specials/2007/article/0,28804,1725112_1726934_1726935,00.html |archive-date=February 3, 2011 |url-status=dead }}</ref> 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]]."<ref>{{cite web | url=https://www.gamedeveloper.com/game-platforms/2007-game-developers-choice-awards-to-honor-miyamoto-pajitnov | last=Carless | first=Simon | date=February 12, 2007 | title=2007 Game Developers Choice Awards To Honor Miyamoto, Pajitnov | website=[[Gamasutra]] | access-date=February 12, 2007 | archive-url=https://web.archive.org/web/20070307054731/http://www.gamasutra.com/php-bin/news_index.php?story=12732 | archive-date=March 7, 2007 | url-status=live }}</ref> [[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.<ref>{{cite web|url=http://www.gametrailers.com/video/top-ten-gt-countdown/44356|title=Top Ten Game Creators|publisher=Gametrailers.com|access-date=February 28, 2010|archive-url=https://web.archive.org/web/20100218125925/http://www.gametrailers.com/video/top-ten-gt-countdown/44356|archive-date=February 18, 2010|url-status=dead}}</ref><ref>{{cite web|url=http://games.ign.com/top-100-game-creators/1.html|title=Top 100 Game Creators of all Time|website=IGN|access-date=February 28, 2010|url-status=dead|archive-url=https://web.archive.org/web/20100402015830/http://games.ign.com/top-100-game-creators/1.html|archive-date=April 2, 2010}}</ref> In a survey of game developers by industry publication ''[[Develop (UK magazine)|Develop]]'', 30% of the developers, by far the largest portion,<ref name="New Yorker" /> chose Miyamoto as their "Ultimate Development Hero".<ref>{{cite web|url=http://www.escapistmagazine.com/news/view/92401-Miyamoto-Is-Developers-Hero|title=Miyamoto Is Developers' Hero|website=The Escapist|author=Funk, John|date=June 15, 2009|access-date=February 28, 2010|archive-url=https://web.archive.org/web/20100206104920/http://www.escapistmagazine.com/news/view/92401-Miyamoto-Is-Developers-Hero|archive-date=February 6, 2010|url-status=live}}</ref> Miyamoto has been interviewed by companies and organizations such as CNN's Talk Asia.<ref>{{cite news|url=http://www.cnn.com/2007/WORLD/asiapcf/02/14/miyamoto.script/index.html|title=Shigeru Miyamoto Talk Asia Interview|publisher=CNN|author=Rao, Anjali|access-date=February 28, 2010|archive-url=https://web.archive.org/web/20090401060304/http://www.cnn.com/2007/WORLD/asiapcf/02/14/miyamoto.script/index.html|archive-date=April 1, 2009|url-status=live}}</ref> He was made a Fellow of [[British Academy of Film and Television Arts|BAFTA]] at the [[British Academy Video Games Awards]] on March 19, 2010.<ref>{{cite news|url=https://www.telegraph.co.uk/technology/video-games/7306468/Shigeru-Miyamoto-honoured-by-Bafta.html|title=Shigeru Miyamoto honoured by Bafta|last=Beaumont|first=Claudine|date=February 24, 2010|work=[[The Daily Telegraph|London Telegraph]]|publisher=Telegraph Media Group|access-date=March 23, 2010|location=London|archive-url=https://web.archive.org/web/20110312122325/http://www.telegraph.co.uk/technology/video-games/7306468/Shigeru-Miyamoto-honoured-by-Bafta.html|archive-date=March 12, 2011|url-status=live}}</ref> In 2012, Miyamoto was also the first interactive creator to be awarded the highest recognition in Spain, the [[Princess of Asturias Awards|Prince of Asturias Award]], in the category of Communications and Humanities.<ref>{{cite web|url=http://www.fpa.es/en/press/news/shigeru-miyamoto-prince-of-asturias-award-for-communication-and-humanities/|title=Shigeru Miyamoto, Prince of Asturias Award for Communication and Humanities|date=May 23, 2012|publisher=Fundación Príncipe de Asturias|access-date=May 23, 2012|url-status=bot: unknown|archive-url=https://web.archive.org/web/20120707055244/http://www.fpa.es/en/press/news/shigeru-miyamoto-prince-of-asturias-award-for-communication-and-humanities/|archive-date=July 7, 2012}}</ref><ref>{{cite web|url=http://www.gamesindustry.biz/articles/miyamoto-nominated-for-top-spanish-honour|title=Miyamoto nominated for top Spanish honour|first=Katherine|last=Brice|date=March 24, 2010|website=GamesIndustry.biz|publisher=Eurogamer Network|access-date=June 21, 2010|archive-url=https://web.archive.org/web/20100609020921/http://www.gamesindustry.biz/articles/miyamoto-nominated-for-top-spanish-honour|archive-date=June 9, 2010|url-status=live}}</ref> Miyamoto was awarded Japan's [[Person of Cultural Merit]] in 2019 in recognition for his contributions towards Japan's video game industry.<ref>{{cite web | url = https://www.gamesindustry.biz/articles/2019-10-29-shigeru-miyamoto-recognised-with-japanese-cultural-award | title = Shigeru Miyamoto recognised with Japanese cultural award | first = Haydn | last = Taylor | date = October 29, 2019 | access-date = October 29, 2019 | work = [[GamesIndustry.biz]] | archive-url = https://web.archive.org/web/20191029145054/https://www.gamesindustry.biz/articles/2019-10-29-shigeru-miyamoto-recognised-with-japanese-cultural-award | archive-date = October 29, 2019 | url-status = live }}</ref> He was the first person in the video game industry to receive the honor.<ref>{{Cite web|url=https://www.cnn.com/2019/10/29/tech/shigeru-miyamoto-nintendo-trnd/index.html|title='Mario Bros.' creator Shigeru Miyamoto to be given one of Japan's highest honors|author=Allen Kim|website=CNN|date=October 29, 2019|access-date=October 30, 2019|archive-url=https://web.archive.org/web/20191209174648/https://www.cnn.com/2019/10/29/tech/shigeru-miyamoto-nintendo-trnd/index.html|archive-date=December 9, 2019|url-status=live}}</ref> ==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 partake in outside activities. Although he can speak some English, he is not fluent and prefers to speak in Japanese for interviews.<ref name="New Yorker" /> 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.<ref name="New Yorker" /> Miyamoto is [[ambidexterity|ambidextrous]] but usually favors his left hand, which is why his characters Mario and Link were designed to be left-handed.<ref>{{cite web |last1=Parkin |first1=Simon |title=Is Shigeru Miyamoto's game over at Nintendo? |url=https://www.theguardian.com/technology/gamesblog/2012/apr/26/shigeru-miyamotos-game-over-nintendo |website=The Guardian |date=April 26, 2012 |access-date=8 January 2025}}</ref> Miyamoto spends little time playing video games in his personal time, preferring to play the guitar, [[mandolin]], and [[banjo]].<ref>{{cite web | url=http://www.mobygames.com/developer/sheet/view/developerId,36620/ | title=Shigeru Miyamoto Developer Bio | publisher=[[MobyGames]] | access-date=September 19, 2007 | archive-url=https://web.archive.org/web/20120210024039/http://www.mobygames.com/developer/sheet/view/developerId,36620/ | archive-date=February 10, 2012 | url-status=live }}</ref> He avidly enjoys [[bluegrass music]].<ref name="New Yorker" /> 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.<ref>{{Citation |title=Shigeru Miyamoto's childhood influences on game design | date=June 26, 2016 |url=https://www.youtube.com/watch?v=uJgKN8kLTTw |language=en |access-date=February 25, 2023 |archive-date=February 25, 2023 |archive-url=https://web.archive.org/web/20230225040615/https://www.youtube.com/watch?v=uJgKN8kLTTw |url-status=live }}</ref> He has a [[Shetland Sheepdog]] named Pikku that provided the inspiration for ''Nintendogs''.<ref>{{cite web|last=Totilo|first=Stephen|title=Nintendo Fans Swarm Mario's Father During New York Visit|url=http://www.mtv.com/news/articles/1510449/marios-dad-gets-rock-star-treatment-nyc.jhtml|publisher=MTV|access-date=March 10, 2014|archive-url=https://web.archive.org/web/20120922034424/http://www.mtv.com/news/articles/1510449/marios-dad-gets-rock-star-treatment-nyc.jhtml|archive-date=September 22, 2012|date=September 27, 2005}}</ref> He is also a semi-professional [[Dog breeding|dog breeder]].<ref>{{cite web | url=http://www.eurogamer.net/articles/i_nintendogs_ds | title=Nintendogs Interview // DS // Eurogamer | last=Gibson | first=Ellie | date=August 23, 2005 | website=[[Eurogamer]] | access-date=May 2, 2008 | archive-url=https://web.archive.org/web/20090214120052/http://www.eurogamer.net/articles/i_nintendogs_ds | archive-date=February 14, 2009 | url-status=live }}</ref> He has been quoted as stating, "Video games are bad for you? That's what they said about [[rock and roll]]."<ref>{{cite web |author=ThinkExist.com Quotations |url=http://thinkexist.com/quotation/video-games-are-bad-for-you-that-s-what-they-said/406209.html |title=Shigeru Miyamoto quotes |publisher=Thinkexist.com |access-date=September 17, 2013 |archive-url=https://web.archive.org/web/20151107003545/http://thinkexist.com/quotation/video-games-are-bad-for-you-that-s-what-they-said/406209.html |archive-date=November 7, 2015 |url-status=dead }}</ref> 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)|Wing Commander]]'' franchise at [[Origin Systems]]. She first uttered the phrase at [[Game Developers Conference|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.<ref>{{cite web |last1=Game Central |title=Shigeru Miyamoto never said his most famous quote reveals new research |url=https://metro.co.uk/2023/11/21/shigeru-miyamoto-never-said-famous-quote-reveals-new-research-19854562/ |website=Metro |date=November 21, 2023 |access-date=28 May 2024}}</ref><ref>{{cite web |last1=rawmeatcowboy |title=Miyamoto's "delayed game" quote appears to be misattributed |url=https://www.gonintendo.com/contents/29030-miyamoto-s-delayed-game-quote-appears-to-be-misattributed |website=Go Nintendo |date=November 22, 2023 |access-date=28 May 2024}}</ref><ref>{{cite web |last1=Yin-Poole |first1=Wesley |title=Did Miyamoto Really Say "A Delayed Game Is Eventually Good, but a Rushed Game Is Forever Bad?" |url=https://sea.ign.com/news/209192/did-miyamoto-really-say-a-delayed-game-is-eventually-good-but-a-rushed-game-is-forever-bad |website=IGN |date=November 22, 2023 |access-date=28 May 2024}}</ref> Miyamoto enjoys [[Feng shui|rearranging furniture]] in his house, even late at night.<ref name="New Yorker" /> 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.<ref>{{cite news|url=http://kotaku.com/5381876/miyamotos-secret-hobby-measuring-stuff|archive-url=https://web.archive.org/web/20201114140108/https://kotaku.com/miyamotos-secret-hobby-measuring-stuff-5381876|archive-date=November 14, 2020|title=Miyamoto's Secret Hobby: Measuring Stuff|last=Good|first=Owen|date=October 14, 2009|work=[[Kotaku]]|access-date=February 26, 2010|url-status=dead}}</ref> In December 2016, Miyamoto showcased his hobby on ''[[The Tonight Show Starring Jimmy Fallon]]'', while also performing the [[Super Mario Bros. theme|''Super Mario Bros.'' theme]] on guitar with [[The Roots]] during the same show.<ref>{{cite news|last1=Good|first1=Owen S.|title=Watch Shigeru Miyamoto measure things for The Tonight Show|url=http://www.polygon.com/tv/2016/12/10/13906734/shigeru-miyamoto-tonight-show-measuring-video|access-date=December 10, 2016|work=Polygon|date=December 10, 2016|archive-url=https://web.archive.org/web/20161210173324/http://www.polygon.com/tv/2016/12/10/13906734/shigeru-miyamoto-tonight-show-measuring-video|archive-date=December 10, 2016|url-status=live}}</ref><ref>{{cite web|last1=Ricker|first1=Thomas|title=Watch Miyamoto play the Super Mario Bros theme song with The Roots|url=https://www.theverge.com/2016/12/8/13881126/miyamoto-the-roots-super-mario-theme|website=The Verge|date=December 8, 2016|access-date=December 10, 2016|archive-url=https://web.archive.org/web/20161210034126/http://www.theverge.com/2016/12/8/13881126/miyamoto-the-roots-super-mario-theme|archive-date=December 10, 2016|url-status=live}}</ref> == Works == === Selected ludography === {| class="wikitable sortable" style="border:none; margin:0" |- valign="bottom" ! scope="col" | Year !! scope="col" | Game title !! scope="col" | Role |- | 1979 || ''[[Sheriff (video game)|Sheriff]]'' || rowspan="2" |Graphic designer<ref name="us.wii.com">{{cite web|url=http://us.wii.com/iwata_asks/punchout/vol1_page2.jsp |title=Wii Official Site at Nintendo |publisher=Us.wii.com |access-date=January 7, 2014|archive-url=https://web.archive.org/web/20090809130309/http://us.wii.com/iwata_asks/punchout/vol1_page2.jsp|archive-date=August 9, 2009}}</ref> |- | 1980 || ''[[Space Firebird]]'' |- | rowspan="2" | 1981 || ''[[Donkey Kong (1981 video game)|Donkey Kong]]'' || Director, game designer<ref>{{cite web|url=http://www.allgame.com/game.php?id=410&tab=credits |title=Donkey Kong – Credits |publisher=allgame |date=October 3, 2010 |access-date=January 7, 2014|archive-url=https://web.archive.org/web/20090629015225/http://www.allgame.com/game.php?id=410&tab=credits|archive-date=June 29, 2009}}</ref><ref name="GamesTM95">{{Cite magazine|author=Staff|date=April 2010|title=The Man Behind Mario|magazine=[[GamesTM]]|issue=95|pages=64–69}}</ref> |- | ''[[Sky Skipper]]'' || Graphic designer<ref name="skyskipper">{{Cite magazine|date=July 2017|title=Retroradar: Discovering Sky Skipper|magazine=Retro Gamer|issue=170|pages=6–7}}</ref> |- | rowspan="2" | 1982 || ''[[Donkey Kong Jr.]]'' || Director, game designer<ref name="GamesTM95" /><ref>{{Cite web|date=July 30, 2012|title=Donkey Kong Jr. Tech Info - GameSpot.com|url=http://www.gamespot.com/donkey-kong-jr/techinfo/platform/arcade/|archive-url=https://archive.today/20120730192355/http://www.gamespot.com/donkey-kong-jr/techinfo/platform/arcade/|url-status=dead|archive-date=July 30, 2012|access-date=September 3, 2021|website=archive.ph}}</ref> |- | ''[[Popeye (video game)|Popeye]]'' ||Game designer<ref name="GamesTM95" /><ref name="us.wii.com" /> |- | rowspan="3" | 1983 || ''[[Mario Bros.]]'' || rowspan="2" |Director, game designer<ref name="GamesTM95" /><ref>{{cite web |url=http://www.gamespot.com/arcade/action/masao/tech_info.html?tag=tabs;summary |access-date=October 23, 2017 |url-status=dead |archive-url=https://web.archive.org/web/20121104111056/http://www.gamespot.com/mario-bros/techinfo/platform/arcade/ | title=Mario Bros. Tech Info |archive-date=November 4, 2012 }}</ref><ref>{{cite web |url=http://www.gamespot.com/arcade/action/donkeykong3/tech_info.html?tag=tabs;summary |access-date=October 23, 2017 |url-status=dead |archive-url=https://web.archive.org/web/20121104112034/http://www.gamespot.com/donkey-kong-3/techinfo/platform/arcade/ | title=Donkey Kong 3 Tech Info |archive-date=November 4, 2012 }}</ref> |- | ''[[Donkey Kong 3]]'' |- | ''[[Baseball (1983 video game)|Baseball]]'' || rowspan="2" |Game designer<ref name="NES Sports">{{cite magazine|last1=Kohler|first1=Chris|title=Miyamoto Spills Donkey Kong's Darkest Secrets, 35 Years Later|url=https://www.wired.com/2016/10/miyamoto-donkey-kong-secrets/|magazine=Wired|access-date=October 17, 2016|archive-date=June 22, 2018|archive-url=https://web.archive.org/web/20180622083853/https://www.wired.com/2016/10/miyamoto-donkey-kong-secrets/|url-status=live}}</ref> |- | rowspan="7" | 1984 || ''[[Tennis (1984 video game)|Tennis]]'' |- | ''[[Wild Gunman]]'' || rowspan="2" |Director, game designer<ref name="Micom">{{cite magazine |last1=Yamashita |first1=Akira |title=Shigeru Miyamoto Interview: Profile of Shigeru Miyamoto |magazine=[[:ja:マイコンBASICマガジン|Micom BASIC]] |date=January 8, 1989 |issue=1989–02 |lang=ja |trans-quote=Famicom (as director & game designer) – ''Hogan's Alley, Excitebike, Super Mario Bros., The Legend of Zelda, Wild Gunman, Duck Hunt, Devil World, Spartan X''}}</ref> |- | ''[[Duck Hunt]]'' |- | ''[[Golf (1984 video game)|Golf]]'' |Game designer<ref name="NES Sports" /> |- | ''[[Hogan's Alley (video game)|Hogan's Alley]]'' || rowspan="4" | Director, game designer<ref name="Micom" /> |- | ''[[Devil World]]'' |- |''[[Excitebike]]'' |- | rowspan="2" | 1985 || ''[[Kung-Fu Master (video game)|Kung Fu]]'' |- | ''[[Super Mario Bros.]]'' || rowspan="2" |Director, producer, game designer<ref name="GamesTM95" /> |- | rowspan="3" | 1986 || ''[[The Legend of Zelda (video game)|The Legend of Zelda]]'' |- | ''[[Super Mario Bros.: The Lost Levels]]'' || Director, producer<ref name="GamesTM95" /><ref>{{cite web |url=http://www.gamespot.com/super-mario-bros-the-lost-levels/techinfo/platform/famicomds/ |access-date=May 12, 2009 |url-status=dead |archive-url=https://web.archive.org/web/20121104112146/http://www.gamespot.com/super-mario-bros-the-lost-levels/techinfo/platform/famicomds/ | title=Super Mario Bros.: The Lost Levels Tech Info |archive-date=November 4, 2012 }}</ref> |- |[[Volleyball (video game)|''Volleyball'']] | rowspan="4" |Producer<ref>{{cite web |url=https://handmadewritings.com/blog/nintendo-switch-the-evolution-of-gaming |title=Nintendo Switch: The Evoulution of Gaming |publisher=handmadewritings |date=October 31, 2016 |access-date=July 11, 2016 |archive-date=November 1, 2016 |archive-url=https://web.archive.org/web/20161101103127/https://handmadewritings.com/blog/nintendo-switch-the-evolution-of-gaming/ |url-status=live }}</ref><ref>{{Cite web |title=Yume Kōjō: Dokidoki Panic credits (NES, 1987) |url=https://www.mobygames.com/game/55533/yume-kojo-dokidoki-panic/credits/nes/ |access-date=2024-02-27 |website=MobyGames |language=en |archive-date=February 27, 2024 |archive-url=https://web.archive.org/web/20240227020813/https://www.mobygames.com/game/55533/yume-kojo-dokidoki-panic/credits/nes/ |url-status=live }}</ref><ref>{{Cite web |title=Volleyball - 1986 (NES, FCD) - Kyoto Report |url=http://kyoto-report.wikidot.com/volleyball |access-date=2025-05-04 |website=kyoto-report.wikidot.com}}</ref> |- | rowspan="3" | 1987 || ''[[Zelda II: The Adventure of Link]]'' |- | ''[[Yume Kōjō: Doki Doki Panic]]''{{efn|This would later be converted to ''[[Super Mario Bros. 2]]'' outside Japan.}} |- |''[[Shin Onigashima]]'' |- | 1988 || ''[[Super Mario Bros. 3]]'' || Director, producer, game designer<ref name="GamesTM95" /><ref>{{cite web |last1=Knorr |first1=Alyse |title=The Making (And Legacy) Of Super Mario Bros. 3 |url=https://kotaku.com/the-making-and-legacy-of-super-mario-bros-3-1773499946 |website=[[Kotaku]] |publisher=[[G/O Media]] |access-date=March 20, 2020 |date=April 27, 2016 |archive-date=September 27, 2020 |archive-url=https://web.archive.org/web/20200927135835/https://kotaku.com/the-making-and-legacy-of-super-mario-bros-3-1773499946 |url-status=live }}</ref> |- | 1989 || ''[[Mother (video game)|Mother]]'' || rowspan="7" | Producer |- | rowspan="3" | 1990 | ''[[F-Zero (video game)|F-Zero]]'' |- | ''[[Super Mario World]]'' |- |''[[Pilotwings (video game)|Pilotwings]]'' |- | 1991 || ''[[The Legend of Zelda: A Link to the Past]]'' |- | rowspan="2" |1992 || ''[[Wave Race]]'' |- | ''[[Super Mario Kart]]'' |- | rowspan="3" | 1993 || ''[[Star Fox (1993 video game)|Star Fox]]'' || Producer, game designer<ref name="NP">{{cite magazine |title=Interview with Shigeru Miyamoto |magazine=[[Nintendo Power]] |date=January 1997 |url=http://www.miyamotoshrine.com/theman/interviews/0197.shtml |access-date=December 2, 2008 |url-status=dead |archive-url=https://web.archive.org/web/20081221235859/http://www.miyamotoshrine.com/theman/interviews/0197.shtml |archive-date=December 21, 2008}}</ref> |- |''[[Kirby's Adventure]]'' || rowspan="6" |Producer |- |''[[The Legend of Zelda: Link's Awakening]]'' |- | rowspan="2" |1994 || ''[[Donkey Kong (1994 video game)|Donkey Kong]]'' |- |''[[Kirby's Dream Course]]'' |- | rowspan="3" |1995 || ''[[Kirby's Dream Land 2]]'' |- | ''[[Yoshi's Island]]'' |- | ''[[BS Zelda no Densetsu]]'' || Designer<ref>{{cite video game| title = BS Zelda no Densetsu| developer = [[Nintendo]]| publisher = [[St.GIGA]]| date = August 6, 1995| platform = [[Satellaview]]| version = Aug 95| language = ja| isolang = ja| quote = '''Credits''': オリジナル ゲームデザイン – 宮本 茂}}</ref> |- | rowspan="8" | 1996 || ''[[Pokémon Red and Blue]]'' || rowspan="4" |Producer<ref>{{Cite web |title=Pokémon Red Version (Game Boy, 1998) credits |url=https://www.mobygames.com/game/5129/pokemon-red-version/credits/gameboy/ |access-date=April 29, 2023 |website=MobyGames |language=en |archive-date=April 29, 2023 |archive-url=https://web.archive.org/web/20230429172925/https://www.mobygames.com/game/5129/pokemon-red-version/credits/gameboy/ |url-status=live }}</ref><ref>{{Cite web |title=Pokémon Blue Version (Game Boy, 1998) credits |url=https://www.mobygames.com/game/4397/pokemon-blue-version/credits/gameboy/ |access-date=April 29, 2023 |website=MobyGames |language=en |archive-date=April 29, 2023 |archive-url=https://web.archive.org/web/20230429172923/https://www.mobygames.com/game/4397/pokemon-blue-version/credits/gameboy/ |url-status=live }}</ref> |- |''[[Super Mario RPG]]'' |- |''[[Kirby Super Star]]'' |- |''[[Pilotwings 64]]'' |- | ''[[Super Mario 64]]'' || Director, producer<ref name="GamesTM95" /><ref name="allgame.com">{{cite web |url=http://www.allgame.com/game.php?id=1002&tab=credits |title=Super Mario 64 – Credits |publisher=allgame |date=October 3, 2010 |access-date=January 7, 2014 |archive-date=December 10, 2014 |archive-url=https://web.archive.org/web/20141210155107/http://www.allgame.com/game.php?id=1002&tab=credits |url-status=live }}</ref> |- |''[[Mole Mania]]'' || rowspan="3" |Producer<ref>{{Cite web |title=Wave Race 64: Kawasaki Jet Ski (1996) |url=https://www.mobygames.com/game/3541/wave-race-64-kawasaki-jet-ski/ |access-date=April 29, 2023 |website=MobyGames |language=en |archive-date=April 29, 2023 |archive-url=https://web.archive.org/web/20230429172923/https://www.mobygames.com/game/3541/wave-race-64-kawasaki-jet-ski/ |url-status=live }}</ref> |- | ''[[Wave Race 64]]'' |- |''[[Mario Kart 64]]'' |- | 1997 || ''[[Star Fox 64]]'' || Producer, game designer<ref name="NP" /> |- | rowspan="3" |1998 |''[[1080° Snowboarding]]'' || rowspan="2" |Producer |- | ''[[F-Zero X]]'' |- | ''[[The Legend of Zelda: Ocarina of Time]]'' || Producer, supervisor<ref>{{Cite web |title=The Legend of Zelda: Ocarina of Time (1998) |url=https://www.mobygames.com/game/3549/the-legend-of-zelda-ocarina-of-time/ |access-date=April 29, 2023 |website=MobyGames |language=en |archive-date=April 29, 2023 |archive-url=https://web.archive.org/web/20230429172926/https://www.mobygames.com/game/3549/the-legend-of-zelda-ocarina-of-time/ |url-status=live }}</ref> |- | rowspan="3" |1999 ||''[[Super Smash Bros. (video game)|Super Smash Bros.]]'' || rowspan="3" | Producer<ref>{{Cite web |title=Pokémon Snap (Nintendo 64, 1999) credits |url=https://www.mobygames.com/game/4681/pokemon-snap/credits/n64/ |access-date=April 29, 2023 |website=MobyGames |language=en |archive-date=April 29, 2023 |archive-url=https://web.archive.org/web/20230429172923/https://www.mobygames.com/game/4681/pokemon-snap/credits/n64/ |url-status=live }}</ref><ref>{{Cite web |title=Paper Mario (Nintendo 64, 2000) credits |url=https://www.mobygames.com/game/5498/paper-mario/credits/n64/ |access-date=April 29, 2023 |website=MobyGames |language=en |archive-date=April 29, 2023 |archive-url=https://web.archive.org/web/20230429172929/https://www.mobygames.com/game/5498/paper-mario/credits/n64/ |url-status=live }}</ref> |- || ''[[Pokémon Snap]]'' |- |''[[Pokémon Stadium]]'' |- | rowspan="4" | 2000 || ''[[The Legend of Zelda: Majora's Mask]]'' || Producer, supervisor<ref>{{Cite web |title=The Legend of Zelda: Majora's Mask (2000) |url=https://www.mobygames.com/game/3550/the-legend-of-zelda-majoras-mask/ |access-date=April 29, 2023 |website=MobyGames |language=en |archive-date=April 29, 2023 |archive-url=https://web.archive.org/web/20230429172934/https://www.mobygames.com/game/3550/the-legend-of-zelda-majoras-mask/ |url-status=live }}</ref> |- |''[[Paper Mario (video game)|Paper Mario]]'' | rowspan="5" |Producer |- |''[[Pokémon Crystal]]'' |- |''[[Pokémon Stadium 2]]'' |- | rowspan="4" | 2001 |''[[Mario Kart: Super Circuit]]'' |- | ''[[Luigi's Mansion]]'' |- | ''[[Pikmin (video game)|Pikmin]]'' ||Producer, original concept<ref>{{Cite web |title=Pikmin (2001) |url=https://www.mobygames.com/game/5674/pikmin/ |access-date=April 29, 2023 |website=MobyGames |language=en |archive-date=April 29, 2023 |archive-url=https://web.archive.org/web/20230429172924/https://www.mobygames.com/game/5674/pikmin/ |url-status=live }}</ref> |- |''[[Super Smash Bros. Melee]]'' | rowspan="6" |Producer<ref>{{Cite web |title=Super Mario Sunshine credits (GameCube, 2002) |url=https://www.mobygames.com/game/7178/super-mario-sunshine/credits/gamecube/ |access-date=2024-02-27 |website=MobyGames |language=en |archive-date=February 27, 2024 |archive-url=https://web.archive.org/web/20240227020820/https://www.mobygames.com/game/7178/super-mario-sunshine/credits/gamecube/ |url-status=live }}</ref><ref>{{Cite web |title=Metroid Prime (GameCube, 2002) credits |url=https://www.mobygames.com/game/7783/metroid-prime/credits/gamecube/ |access-date=April 29, 2023 |website=MobyGames |language=en |archive-date=April 29, 2023 |archive-url=https://web.archive.org/web/20230429172923/https://www.mobygames.com/game/7783/metroid-prime/credits/gamecube/ |url-status=live }}</ref><ref>{{Cite web |title=The Legend of Zelda: The Wind Waker credits (GameCube, 2002) |url=https://www.mobygames.com/game/8725/the-legend-of-zelda-the-wind-waker/credits/gamecube/ |access-date=2024-02-27 |website=MobyGames |language=en |archive-date=February 27, 2024 |archive-url=https://web.archive.org/web/20240227020814/https://www.mobygames.com/game/8725/the-legend-of-zelda-the-wind-waker/credits/gamecube/ |url-status=live }}</ref><ref>{{Cite web |title=Pikmin 2 credits (GameCube, 2004) |url=https://www.mobygames.com/game/14717/pikmin-2/credits/gamecube/ |access-date=2024-02-27 |website=MobyGames |language=en |archive-date=February 27, 2024 |archive-url=https://web.archive.org/web/20240227020820/https://www.mobygames.com/game/14717/pikmin-2/credits/gamecube/ |url-status=live }}</ref> |- | rowspan="7" |2002 |''[[Magical Vacation]]'' |- |''[[Eternal Darkness]]'' |- | ''[[Super Mario Sunshine]]'' |- |''[[Star Fox Adventures]]'' |- | ''[[Metroid Prime]]'' |- |''[[The Legend of Zelda: Four Swords]]'' |General producer |- |''[[The Legend of Zelda: The Wind Waker]]'' | rowspan="8" |Producer |- | rowspan="4" |2003 |''[[Kirby Air Ride]]'' |- |''[[F-Zero GX]]'' |- |''[[Mario Kart: Double Dash]]'' |- |''[[Mario & Luigi: Superstar Saga]]'' |- | rowspan="4" |2004 |''[[The Legend of Zelda: Four Swords Adventures]]'' |- |''[[Pikmin 2]]'' |- |''[[Paper Mario: The Thousand-Year Door]]'' |- |''[[Donkey Kong Jungle Beat]]'' |General producer |- | rowspan="2" |2005 ||''[[Star Fox: Assault]]'' |Producer |- | ''[[Nintendogs]]'' ||General producer, original concept<ref>{{Cite web |title=Nintendogs (2005) |url=https://www.mobygames.com/game/19275/nintendogs/ |access-date=April 29, 2023 |website=MobyGames |language=en |archive-date=April 29, 2023 |archive-url=https://web.archive.org/web/20230429172932/https://www.mobygames.com/game/19275/nintendogs/ |url-status=live }}</ref> |- | rowspan="2" | 2006 || ''[[The Legend of Zelda: Twilight Princess]]'' || Producer<ref>{{Cite web |title=The Legend of Zelda: Twilight Princess (Wii, 2006) credits |url=https://www.mobygames.com/game/25103/the-legend-of-zelda-twilight-princess/credits/wii/ |access-date=April 29, 2023 |website=MobyGames |language=en |archive-date=April 29, 2023 |archive-url=https://web.archive.org/web/20230429172923/https://www.mobygames.com/game/25103/the-legend-of-zelda-twilight-princess/credits/wii/ |url-status=live }}</ref> |- | ''[[Wii Sports]]''|| General producer<ref>{{Cite web |title=Wii Sports (Wii, 2006) credits |url=https://www.mobygames.com/game/25099/wii-sports/credits/wii/ |access-date=April 29, 2023 |website=MobyGames |language=en |archive-date=April 29, 2023 |archive-url=https://web.archive.org/web/20230429172928/https://www.mobygames.com/game/25099/wii-sports/credits/wii/ |url-status=live }}</ref> |- | rowspan="2" | 2007 || ''[[Super Mario Galaxy]]''|| Producer, game design concept<ref>{{cite web|url=https://www.imdb.com/title/tt0879874/|title=Super Mario Galaxy|date=November 12, 2007|via=www.imdb.com|access-date=September 3, 2021|archive-date=September 3, 2021|archive-url=https://web.archive.org/web/20210903133248/https://www.imdb.com/title/tt0879874/|url-status=live}}</ref> |- | ''[[Wii Fit]]'' || Designer, general producer<ref>{{Cite web |title=The Boar |url=https://theboar.org/2020/10/concept-to-console-a-history-of-wii-fit/ |access-date=April 29, 2023 |website=theboar.org |language=en-GB |archive-date=April 29, 2023 |archive-url=https://web.archive.org/web/20230429172924/https://theboar.org/2020/10/concept-to-console-a-history-of-wii-fit/ |url-status=live }}</ref><ref>{{Cite web |title=Wii Fit (2007) |url=https://www.mobygames.com/game/34059/wii-fit/ |access-date=April 29, 2023 |website=MobyGames |language=en |archive-date=April 29, 2023 |archive-url=https://web.archive.org/web/20230429172930/https://www.mobygames.com/game/34059/wii-fit/ |url-status=live }}</ref> |- |2010 |''[[Super Mario Galaxy 2]]'' | rowspan="2" |General producer<ref>{{Cite web |title=Super Mario Galaxy 2 credits (Wii, 2010) |url=https://www.mobygames.com/game/46697/super-mario-galaxy-2/credits/wii/ |access-date=2024-02-27 |website=MobyGames |language=en |archive-date=February 27, 2024 |archive-url=https://web.archive.org/web/20240227020820/https://www.mobygames.com/game/46697/super-mario-galaxy-2/credits/wii/ |url-status=live }}</ref><ref>{{Cite web |title=The Legend of Zelda: Skyward Sword credits (Wii, 2011) |url=https://www.mobygames.com/game/53708/the-legend-of-zelda-skyward-sword/credits/wii/ |access-date=2024-02-27 |website=MobyGames |language=en |archive-date=February 27, 2024 |archive-url=https://web.archive.org/web/20240227020820/https://www.mobygames.com/game/53708/the-legend-of-zelda-skyward-sword/credits/wii/ |url-status=live }}</ref> |- | rowspan="2" |2011 |''[[The Legend of Zelda: Skyward Sword]]'' |- | ''[[Steel Diver]]'' || Designer, general producer<ref>{{cite web|url=http://iwataasks.nintendo.com/interviews/#/3ds/how-nintendo-3ds-made/4/3|publisher=Nintendo|work=Iwata Asks|title=Asking Mr. Miyamoto Right Before Release|last=Iwata|first=Satoru|access-date=September 3, 2021|archive-date=July 25, 2015|archive-url=https://web.archive.org/web/20150725233103/http://iwataasks.nintendo.com/interviews/#/3ds/how-nintendo-3ds-made/4/3|url-status=live}}</ref> |- | rowspan="3" |2013 |''[[Pikmin 3]]'' | rowspan="4" |General producer<ref>{{Cite web |title=Pikmin 3 credits (Wii U, 2013) |url=https://www.mobygames.com/game/61532/pikmin-3/credits/wii-u/ |access-date=2024-02-27 |website=MobyGames |language=en |archive-date=February 27, 2024 |archive-url=https://web.archive.org/web/20240227020813/https://www.mobygames.com/game/61532/pikmin-3/credits/wii-u/ |url-status=live }}</ref><ref>{{Cite web |title=Super Mario 3D World credits (Wii U, 2013) |url=https://www.mobygames.com/game/62942/super-mario-3d-world/credits/wii-u/ |access-date=2024-02-27 |website=MobyGames |language=en |archive-date=February 27, 2024 |archive-url=https://web.archive.org/web/20240227020814/https://www.mobygames.com/game/62942/super-mario-3d-world/credits/wii-u/ |url-status=live }}</ref><ref>{{Cite web |title=The Legend of Zelda: A Link Between Worlds credits (Nintendo 3DS, 2013) |url=https://www.mobygames.com/game/62785/the-legend-of-zelda-a-link-between-worlds/credits/3ds/ |access-date=2024-02-27 |website=MobyGames |language=en |archive-date=February 27, 2024 |archive-url=https://web.archive.org/web/20240227020819/https://www.mobygames.com/game/62785/the-legend-of-zelda-a-link-between-worlds/credits/3ds/ |url-status=live }}</ref> |- |''[[Super Mario 3D World]]'' |- |''[[The Legend of Zelda: A Link Between Worlds]]'' |- |2014 |''[[Captain Toad: Treasure Tracker]]'' |- |2015 | ''[[Super Mario Maker]]'' || General producer, original concept<ref>{{Cite web |title=Super Mario Maker (Wii U, 2015) credits |url=https://www.mobygames.com/game/74669/super-mario-maker/credits/wii-u/ |access-date=April 29, 2023 |website=MobyGames |language=en |archive-date=April 29, 2023 |archive-url=https://web.archive.org/web/20230429172931/https://www.mobygames.com/game/74669/super-mario-maker/credits/wii-u/ |url-status=live }}</ref> |- | rowspan="2" | 2016 || ''[[Star Fox Zero]]'' || Supervising director, producer<ref>{{Cite web |title=Star Fox Zero (2016) |url=https://www.mobygames.com/game/80338/star-fox-zero/ |access-date=April 29, 2023 |website=MobyGames |language=en |archive-date=April 29, 2023 |archive-url=https://web.archive.org/web/20230429172924/https://www.mobygames.com/game/80338/star-fox-zero/ |url-status=live }}</ref> |- | ''[[Super Mario Run]]'' || Director, producer<ref name="IGN">{{cite web|last1=Otero|first1=Jose|title=11 Things We Learned About Super Mario Run|date=September 9, 2016|url=http://www.ign.com/articles/2016/09/09/11-things-we-learned-about-super-mario-run|publisher=ign.com|access-date=September 9, 2016|archive-date=September 10, 2016|archive-url=https://web.archive.org/web/20160910142817/http://www.ign.com/articles/2016/09/09/11-things-we-learned-about-super-mario-run|url-status=live}}</ref> |- | rowspan="2" | 2017 || ''[[The Legend of Zelda: Breath of the Wild]]'' || General producer<ref>{{Cite web |title=The Legend of Zelda: Breath of the Wild (2017) credits |url=https://www.mobygames.com/game/84595/the-legend-of-zelda-breath-of-the-wild/credits/wii-u/?autoplatform=true |access-date=July 22, 2023 |website=MobyGames |language=en |archive-date=July 23, 2023 |archive-url=https://web.archive.org/web/20230723030202/https://www.mobygames.com/game/84595/the-legend-of-zelda-breath-of-the-wild/credits/wii-u/?autoplatform=true |url-status=live }}</ref> |- | ''[[Super Mario Odyssey]]'' || Executive producer<ref>{{Cite web |title=Super Mario Odyssey (2017) credits |url=https://www.mobygames.com/game/96127/super-mario-odyssey/credits/switch/?autoplatform=true |access-date=July 22, 2023 |website=MobyGames |language=en |archive-date=July 23, 2023 |archive-url=https://web.archive.org/web/20230723030205/https://www.mobygames.com/game/96127/super-mario-odyssey/credits/switch/?autoplatform=true |url-status=live }}</ref> |- | rowspan="2" |2023 | ''[[The Legend of Zelda: Tears of the Kingdom]]'' || rowspan="2" |General producer<ref>{{Cite web |title=The Legend of Zelda: Tears of the Kingdom (2023) credits |url=https://www.mobygames.com/game/203119/the-legend-of-zelda-tears-of-the-kingdom/credits/switch/?autoplatform=true |access-date=July 22, 2023 |website=MobyGames |language=en |archive-date=July 23, 2023 |archive-url=https://web.archive.org/web/20230723031508/https://www.mobygames.com/game/203119/the-legend-of-zelda-tears-of-the-kingdom/credits/switch/?autoplatform=true |url-status=live }}</ref> |- | ''[[Pikmin 4]]'' |- |} === Other === {| class="wikitable sortable" ! scope="col" |Year ! scope="col" |Title !Media ! scope="col" |Role |- |2021 |''[[Super Nintendo World]]'' |Theme park |Creative director<ref>{{Cite web |last=Bailey |first=Kat |date=February 20, 2023 |title=Interview: Shigeru Miyamoto Opens Up About Super Nintendo World and Nintendo's Future |url=https://www.ign.com/articles/shigeru-miyamoto-super-nintendo-world-interview |url-status=live |archive-url=https://web.archive.org/web/20230429172925/https://www.ign.com/articles/shigeru-miyamoto-super-nintendo-world-interview |archive-date=April 29, 2023 |access-date=April 29, 2023 |website=IGN |language=en}}</ref> |- |2023 |''[[The Super Mario Bros. Movie]]'' |Film |Producer<ref name="Mario movie2">{{Cite web |date=February 2018 |title=Shigeru Miyamoto will co-produce a 'Mario' animated movie |url=https://www.engadget.com/2018-01-31-shigeru-miyamoto-will-co-produce-a-mario-anime.html |url-status=live |archive-url=https://web.archive.org/web/20200703145657/https://www.engadget.com/2018-01-31-shigeru-miyamoto-will-co-produce-a-mario-anime.html |archive-date=July 3, 2020 |access-date=July 1, 2020}}</ref> |- ||2026 |''[[The Super Mario Bros. Movie#Sequel|Super Mario World]]'' |Film |Producer<ref>{{cite web |last=Lang |first=Brent |date=March 10, 2024 |title=New 'Super Mario Bros.' World Animated Movie in the Works From Illumination, Nintendo |url=https://variety.com/2024/film/news/new-animated-super-mario-bros-world-movie-nintendo-illumination-release-date-1235936648/ |website=[[Variety (magazine)|Variety]] |access-date=March 10, 2024}}</ref> |- |{{TBA}} |[[Untitled The Legend of Zelda film|Untitled ''The Legend of Zelda'' film]] |Film |Producer<ref>{{Cite web |last=Shanfeld |first=Ethan |date=November 7, 2023 |title='Legend of Zelda' Live-Action Film in Development From Nintendo and 'Maze Runner' Director Wes Ball |url=https://variety.com/2023/film/news/zelda-movie-nintendo-wes-ball-1235783308/ |url-status=live |archive-url=https://web.archive.org/web/20231107221827/https://variety.com/2023/film/news/zelda-movie-nintendo-wes-ball-1235783308/ |archive-date=November 7, 2023 |access-date=November 7, 2023 |website=Variety}}</ref> |} ==References== {{notelist}} {{Reflist|refs= <ref name="Game Over">{{cite book | first=David | last=Sheff | author-link=David Sheff | date=1999 | title=Game Over: Press Start to Continue: The Maturing of Mario | location=Wilton, Connecticut | publisher=GamePress}}</ref> <ref name="Ultimate History">{{cite book |last=Kent |first=Steven L. |author-link=Steven L. Kent |title=The Ultimate History of Video Games: The Story Behind the Craze that Touched our Lives and Changed the World |date=2002 |publisher=Random House International |location=New York |isbn=978-0-7615-3643-7 |oclc=59416169 |url=https://books.google.com/books?id=PTrcTeAqeaEC |access-date=July 24, 2016 |archive-url=https://web.archive.org/web/20170709060608/https://books.google.com/books?id=PTrcTeAqeaEC&printsec=frontcover |archive-date=July 9, 2017 |url-status=live }}</ref> <ref name="Kohler Sound Great">{{cite magazine |first=Chris |last=Kohler |url=https://www.wired.com/2014/06/nintendo-e3-direct/ |title=Nintendo's New Games Sound Great, Just Don't Expect Them Anytime Soon |magazine=WIRED |date=June 10, 2014 |access-date=July 6, 2014 |archive-url=https://web.archive.org/web/20140623212410/http://www.wired.com/2014/06/nintendo-e3-direct/ |archive-date=June 23, 2014 |url-status=live }}</ref> }} ==External links== {{Commons category}} {{Wikiquote}} * {{IMDb name|id=0594427}} * {{usurped|1=[https://web.archive.org/web/20170721153007/https://miiverse.nintendo.net/users/ShigeruMiyamoto Shigeru Miyamoto]}} on Nintendo [[Miiverse]] * [http://www.newyorker.com/reporting/2010/12/20/101220fa_fact_paumgarten "Master of Play"] profile in the ''New Yorker'', December 20, 2010 * [https://www.nytimes.com/2008/05/25/arts/television/25schi.html?em&ex=1211947200&en=2e7defd6e2df859a&ei=5087%0A ''New York Times'' profile], May 25, 2008 * {{webarchive |url=https://web.archive.org/web/20110715005452/http://www.onnetworks.com/videos/play-value/shigeru-miyamoto |date=July 15, 2011 |title=Video profile of Shigeru Miyamoto }} from the digital TV series ''Play Value'' {{Shigeru Miyamoto}} {{Nintendo}} {{BAFTA Academy Fellowship Award}} {{Prince of Asturias Award for Communication and Humanities}} {{Mario series}} {{The Legend of Zelda}} <!-- Goes above DEFAULTSORT/Categories --> {{Portal bar|Biography|Video games|Japan}} {{Authority control}} {{DEFAULTSORT:Miyamoto, Shigeru}} [[Category:Shigeru Miyamoto| ]] [[Category:1952 births]] [[Category:20th-century Japanese artists]] [[Category:21st-century Japanese artists]] [[Category:Academy of Interactive Arts & Sciences Hall of Fame inductees]] [[Category:BAFTA fellows]] [[Category:Chevaliers of the Ordre des Arts et des Lettres]] [[Category:Game Developers Conference Lifetime Achievement Award recipients]] [[Category:Golden Joystick Award winners]] [[Category:Japanese animated film producers]] [[Category:Japanese video game designers]] [[Category:Japanese video game directors]] [[Category:Japanese video game producers]] [[Category:Living people]] [[Category:Nintendo people]] [[Category:People from Kyoto Prefecture]] [[Category:Persons of Cultural Merit]] [[Category:Japanese video game artists]]
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