Shigeru Miyamoto, the Heart of Nintendo
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Topical Educational Website Definition Denise Bondoc Name of website: Shigeru Miyamoto, the heart of Nintendo Purpose of the website: inform and educate viewers about the history and accomplishments of Shigeru Miyamoto, the creator of numerous popular Nintendo game series. Intended Audience/Viewers: Nintendo fans Game developers Game producers Game designers Objectives of Website: Provide information on Miyamoto’s early life before his gaming career Provide background about his emergence in Nintendo Provide information about each of his works including: o Mario o Donkey Kong o Legend of Zelda o Star Fox o F-Zero o Pikmin o Wii Series Show how he impacted Nintendo CONTENT OUTLINE Homepage Title: Shigeru Miyamoto, the Heart of Nintendo 3 Primary Pages: o Early Life o Rising Success . 1977-1984: Arcade Beginnings . 1985-1989: NES/Famicom . 1990-2000: SNES and N64 . 2000-2011: Gamecube, Wii, and DS . 2011-Present: Wii U and 3DS o Gameography 5 Secondary Pages: o Awards o Photo Gallery o Videos o Contact o References Slider Visuals 80555669_7cc4e5aff8_z. N.d. Know Your Meme. Web. 27 Oct. 2014. <http://knowyourmeme.com/memes/people/shigeru-miyamoto>. Conrad, Fred R. 12nintendo-web-superJumbo. N.d. The New York Times. The New York Times. Web. 27 Oct. 2014. <http://www.nytimes.com/2013/03/12/arts/video- games/shigeru-miyamoto-of-nintendo-on-wii-u-sales-and-game-violence.html>. 446023. N.d. Alpha Coders. Web. 27 Oct. 2014. <http://wall.alphacoders.com/by_sub_category.php?id=214329>. 445780. N.d. Alpha Coders. Web. 27 Oct. 2014. <http://wall.alphacoders.com/by_sub_category.php?id=214329>. Thumbnail Visuals Shigeru-Miyamato-1995. N.d. Edge Online. Edge. Web. 27 Oct. 2014. <http://www.edge-online.com/tag/shigeru_miyamoto/>. Shigeru-Miyamoto-600x369. N.d. TechnoBuffalo. TechnoBuffalo. Web. 27 Oct. 2014. <http://www.technobuffalo.com/2013/07/11/shigeru-miyamoto-working-on-a-new- franchise-for-nintendo/>. Shigeru-Miyamoto. N.d. Vgu.tv. Vgu.tv. Web. 27 Oct. 2014. <http://www.vgu.tv/2013/07/10/shigeru-miyamoto-a-new-franchise-is-on-the-way/>. Primary Page #1 Title: Early Life Shigeru Miyamoto was born on November 16, 1952 in the town of Sonobe, Kyoto of Japan (his family had lived there for five generations). When he was a child he would explore the surrounding areas of his town and many of his childhood experiences would go on to influence his video games. In Kyoto there was a cave that Miyamoto frequently went to but didn't muster the courage to enter. Eventually though with a lantern in hand, he entered the cave and explored all of what was offered within. This single experience would go on to be one of the defining influences for The Legend of Zelda series. As a child he would partake in various other activities such as drawing, painting, playing baseball and participating in puppet shows. Miyamoto's family didn't have a car or a television. On very few occasions per year, he and his family would venture to the city in Kyoto via train and would enjoy going to movie theaters to watch a film, particularly those made by Walt Disney. Little did Shigeru Miyamoto know that he would eventually be considered the "Walt Disney of video games". At the age of eleven Miyamoto's father eventually purchased a television and brought it home. Soon after that, Miyamoto became a big fan of Japanese animation and in middle school, he started to get into manga, as well as joining a manga club upon entering high school. After a while, his family moved into Kyoto, which would offer Miyamoto greater opportunities as he grew up. One thing was very evident to him was that he wanted to become an artist of some sort. Yamauchi Hiroshi Yamauchi, the then president of Nintendo. Miyamoto attended Kanazawa Munici College of Industrial Art & Design. According to him, he has said that he wasn't a very good student and wouldn't attend class as he was supposed to but rather enjoyed various unrelated luxuries. He became interested in the banjo, and made a band with some of his fellow classmates and performed in numerous venues in Japan. Some of his musical inspirations included The Beatles, The Nitty Gritty Dirt Band, and Doc Watson. After five years, Miyamoto finally managed to graduate from college with a Bachelor's Degree in Industrial Art & Design and would thereafter be given a proposal to work at Nintendo in 1977. Hiroshi Yamauchi was the president of Nintendo and Miyamoto's father was a friend of his. Because of Miyamoto's father, he managed to get an interview, and Miyamoto showcased some simple toy ideas of his such as a three-way seesaw, children's clothes hangers with animal designs on them (in the shape of birds and elephants), and a clock designed to be used at an amusement park. Amazingly, Miyamoto got hired as a Concept Artist for Nintendo and would be required to plan new products for Nintendo to develop. Miyamoto once said that one reason he joined the company was because of the wide range of products they were creating and thought that "they'll let me do what I want to". Hiroshi Yamauchi had just hired a man who would soon become the most important employee at Nintendo. "Shigeru Miyamoto." Nintendo. N.p., n.d. Web. 27 Oct. 2014. <http://nintendo.wikia.com/wiki/Shigeru_Miyamoto>. Primary Page #2 Title: Rising Success 1977–1984: Arcade beginnings; Donkey Kong Nintendo, a relatively small Japanese company, had traditionally sold playing cards and other novelties, although it had started to branch out into toys and games in the mid-1960s. Through a mutual friend, Miyamoto's father arranged an interview with Nintendo president Hiroshi Yamauchi. After showing some of his toy creations, Miyamoto was hired in 1977 as an apprentice in the planning department. Miyamoto went on to become the company's first artist. He helped create the art for the company's first original coin-operated arcade video game, Sheriff. He first helped the company develop a game with the 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 the company with a large number of unsold units and on the verge of financial collapse. In an effort to keep the company afloat, Nintendo president Hiroshi Yamauchi decided to convert unsold Radar Scope units into a new arcade game. He tasked Miyamoto with the conversion, about which Miyamoto has said self- deprecatingly said that "no one else was available" to do the work. Nintendo's head engineer, Gunpei Yokoi, supervised the project. Miyamoto imagined many characters and plot concepts, but eventually settled on a love triangle between a gorilla, a carpenter, and a girl. He meant to mirror the rivalry between comic characters Bluto and Popeye for the woman Olive Oyl, although Nintendo could not gain the rights to a Popeye adaptation. Bluto evolved into an ape, a form Miyamoto claimed was "nothing too evil or repulsive". This ape would be the pet of the main character, "a funny, hang-loose kind of guy." Miyamoto also named "Beauty and the Beast" and the 1933 film King Kong as influences. Donkey Kong marked the first time that the formulation of a video game's storyline preceded the actual programming, rather than simply being appended as an afterthought. 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. Yokoi suggested using see-saws to catapult the hero across the screen; however, this proved too difficult to program. Miyamoto next thought of using sloped platforms and ladders for travel, with barrels for obstacles. When he asked that the game have multiple stages, the four-man programming team complained that he was essentially asking them to make the game repeat, but the team eventually successfully programmed the game. When the game was sent to Nintendo of America for testing, the sales manager disapproved of its vast differentiation from the maze and shooter games common at the time. When American staffers began naming the characters, they settled on "Pauline" for the woman, after Polly James, wife of Nintendo's Redmond, Washington, warehouse manager, Don James. The playable character, initially "Jumpman", was eventually named for Mario Segale, the warehouse landlord. 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. Donkey Kong was a success, leading Miyamoto to work on sequels Donkey Kong Jr. and Donkey Kong 3. His next game was based on the character from Donkey Kong. He reworked the character Jumpman into Mario, and gave him a brother: Luigi. He named the new game Mario Bros. Yokoi convinced Miyamoto to give Mario some superhuman abilities, namely the ability to fall from any height unharmed. Mario's appearance in Donkey Kong—overalls, a hat, and a thick mustache—led Miyamoto to change aspects of the game to make Mario look like a plumber rather than a carpenter. Miyamoto felt that New York City provided the best setting for the game, with its "labyrinthine subterranean network of sewage pipes". The two-player mode and other aspects of gameplay were partially inspired by an earlier video game entitled Joust.