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Topical Educational Website Definition

Denise Bondoc

Name of website: , the heart of

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 before his gaming career  Provide background about his emergence in Nintendo  Provide information about each of his works including: o o o Legend of Zelda o o F-Zero o o Series  Show how he impacted Nintendo

CONTENT OUTLINE

Homepage  Title: Shigeru Miyamoto, the Heart of Nintendo  3 Primary Pages: o Early Life o Rising . 1977-1984: Arcade Beginnings . 1985-1989: NES/Famicom . 1990-2000: SNES and N64 . 2000-2011: Gamecube, Wii, and DS . 2011-Present: 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. .

Conrad, Fred R. 12nintendo-web-superJumbo. N.d. . The New York Times. Web. 27 Oct. 2014.

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Shigeru-Miyamoto. N.d. Vgu.tv. Vgu.tv. Web. 27 Oct. 2014. .

Primary Page #1  Title: Early Life  Shigeru Miyamoto was born on November 16, 1952 in the town of Sonobe, of (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 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 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 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 , 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 , 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. .

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 , Sheriff. He first helped the company develop a game with the 1980 release . 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 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 . 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, , 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 for the woman , 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 ." Miyamoto also named "Beauty and the Beast" and the 1933 film 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 "" for the woman, after Polly James, wife of Nintendo's Redmond, , warehouse manager, . 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 . His next game was based on the character from Donkey Kong. He reworked the character Jumpman into Mario, and gave him a brother: . 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 provided the best setting for the game, with its "labyrinthine subterranean network of sewage pipes". The two-player mode and other aspects of were partially inspired by an earlier video game entitled Joust. To date, Mario Bros. has been released for more than a dozen platforms.

1985–1989: NES/Famicom; Bros. and The Legend of Zelda Miyamoto's Super Mario Bros. was bundled with NES in America. The game and the system are credited with helping bring the US out of the slump of 1983's game industry crash.

As Nintendo released its first home , the Family (known in as the Nintendo Entertainment System), Miyamoto made two of the most momentous titles for the console and in the history of video games as a whole: Super Mario Bros. (a sequel to Mario Bros.) and The Legend of Zelda (an entirely original title). In both games, Miyamoto decided to focus more on gameplay than on high scores, unlike many games of the time. Super Mario Bros. largely took a linear approach, with the player traversing the stage by running, jumping, and dodging or defeating enemies. By contrast, Miyamoto employed in The Legend of Zelda, forcing the player to think their way through riddles and puzzles. The world was expansive and seemingly endless, offering "an array of choice and depth never seen before in a video game." 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." He drew his inspiration from his experiences as a boy around Kyoto, where he explored nearby fields, woods, and caves; each Zelda title embodies this sense of exploration. "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." He recreated his memories of becoming lost amid the maze of sliding doors in his family home in Zelda 's labyrinthine dungeons. In February 1986, Nintendo released the game as the launch title for the Nintendo Entertainment System's new Disk System peripheral.

Miyamoto worked on various different games for the Nintendo Entertainment System, including , , , and . He also worked on sequels to both Super Mario Bros. and The Legend of Zelda. 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 cancelled 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. 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 .

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- areas within a larger world map rather than the bird's eye view of the previous title. The game incorporates a strategic system and more RPG elements, including an experience points (EXP) system, spells, and more interaction with non-player characters (NPCs). Link has extra lives; no other game in the series includes this feature. The Adventure of Link plays out in a two- mode dynamic. The , 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 view. These separate methods of traveling and entering combat are one of many aspects adapted from the role- playing genre. 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 platforming elements to a considerable degree.

Soon after, Super Mario Bros. 3 was developed by Nintendo Entertainment Analysis and Development; the game took more than two years to complete. The game offers numerous modifications on the original Super Mario Bros., ranging from costumes with different abilities to new enemies. '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. The ' names were later altered to mimic names of well-known, musicians in the English localization. In a first for the Mario series, the player navigates via two game screens: an overworld map and a 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.

1990–2000: SNES and N64; Super Mario 64 and of Time

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 and Development (Nintendo EAD), which Miyamoto headed. Nintendo EAD had approximately fifteen months to develop F-Zero, one of the launch titles for the Super Nintendo Entertainment System. Miyamoto worked through various games on the Super Nintendo Entertainment System, one of them Star Fox. For the game, programmer Jez San convinced Nintendo to develop an upgrade for the Super Nintendo, allowing it to handle three-dimensional graphics better: the Super FX chip. Using this new hardware, Miyamoto and designed the Star Fox game with an early implementation of three-dimensional graphics.

Miyamoto produced two major Mario titles for the system. The first, , was a launch title and was bundled with Super Nintendo Entertainment System consoles. It featured an overworld as in Super Mario Bros. but introduced a new character, , who would go on to appear in various other Nintendo games. The second Mario game for the system, Super Mario RPG: Legend of the Seven Stars, went in a somewhat different direction. Miyamoto led a team consisting of a partnership between Nintendo and Square Co.; it took nearly a year to develop the graphics. The story takes place in a newly rendered based on the Super Mario Bros. series.

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.

Shigeru Miyamoto mentored , guiding him during the creation process of Pocket Monsters: Red and Green (released in English as Pokémon Red and Blue), the initial video games in the Pokémon series. Pokémon would go on to be one of the most popular entertainment franchises in the world, spanning video games, , and various other merchandise.

Miyamoto made several games for the , mostly from his previous franchises. His first the new system, and one of its launch titles, was Super Mario 64, for which he was the principal director. In developing the game, he began with character design and the camera system. Miyamoto and the other designers were initially unsure of which direction the game should take, and spent months to select an appropriate camera view and layout. The original concept involved a fixed path much like an isometric type game, before the choice was made to settle on a free-roaming 3D design.

Using what he had learned about the Nintendo 64 from developing Super Mario 64 and , Miyamoto produced his next game, The Legend of Zelda: Ocarina of Time, leading a team of several directors. 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 . The team was new to 3D games, but assistant director Makoto Miyanaga recalls a sense of "passion for creating something new and unprecedented". Miyamoto went on to produce a sequel to Ocarina of Time, known as The Legend of Zelda: Majora's Mask. By re-using the and graphics from Ocarina of Time, a smaller team required only 18 months to finish Majora's Mask.

Miyamoto worked on a variety of Mario series spin-offs for the Nintendo 64, including 64 and .

2000–2011: GameCube, Wii, and DS; Pikmin and Prime Miyamoto holds up a at the Electronic Entertainment Expo 2006.

Miyamoto produced various games for the Nintendo GameCube, including the launch title Luigi's Mansion. The game was first revealed at 2000 as a technical demo designed to show off the graphical capabilities of the GameCube. 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 the in 2001 with the Nintendo GameCube console. Miyamoto continued to make additional Mario spinoffs in these years. He also produced the 3D game series , after the original designer Yokoi, a friend and mentor of Miyamoto's, died. In this time he developed Pikmin and its sequel , based on his experiences gardening. 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 Advance systems. With the help of , he guided the developers of Solid: The Twin Snakes. He helped with many games on the Nintendo DS, including the remake of Super Mario 64, Super Mario 64 DS, and the new game , a new franchise based on his own experiences with dogs.

Miyamoto played a major role in the development of the Wii, a console that popularized motion control gaming, and its launch title , which helped show the capability of the new control scheme. Miyamoto went on to produce other titles in the Wii series, including . His inspiration for Wii Fit was to encourage conversation and family bonding.

At the Electronic Entertainment Expo 2004, Miyamoto unveiled The Legend of Zelda: Twilight Princess, appearing dressed as protagonist Link with a sword and shield. Also released for the Nintendo GameCube, the game was among the Wii's launch titles and the first in the Zelda series to implement motion controls. He also helped with The Legend of Zelda: Skyward Sword, the newest game in the series, 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 , New Super Mario Bros. Wii, and 2. New Super Mario Bros. Wii introduced simultaneous multiplayer to the series.

2011–Present: Wii U and 3DS Miyamoto has been involved with development on the Nintendo 3DS. Miyamoto produced both and Luigi's Mansion: Dark Moon for the 3DS and for the Wii U.

Current projects Miyamoto maintains an active role at Nintendo, developing several projects at a time. He is, however, considering retirement and has been preparing Nintendo for the time when he no longer works for the company. As part of this but more generally as a way to realign Nintendo, he has encouraged younger developers to take on more responsibilities.

In a September 2013 interview, Miyamoto confirmed he was developing a completely new franchise for the Wii U. He revealed multiple projects at .

During E3 2014, Time Magazine leaked Miyamoto's next project Star Fox (Wii U) slated to be released in 2015. Later during a Wired interview, Miyamoto expressed his desire to work with an external developer for faster completion of the project.

Project Guard Project Guard is an upcoming video game for the Wii U by Nintendo. In the game, players will defend against an invasion of robots. The game is in the style, and players can choose different security cameras from the Game Pad.

Project Giant Robot Project Giant Robot is an upcoming video game for the Wii U, designed by Shigeru Miyamoto. In the game, players will build robots and then battle the robots with one another. They can use the Game Pad for a view from the cockpit of the robot. The game was revealed at a small event on June 8, 2014, the day before E3 2014 began.

"Shigeru Miyamoto." Wikipedia. Wikimedia Foundation, 27 Oct. 2014. Web. 27 Oct. 2014. .

Primary Page #3  Title: Gameography

Year

Title Console name Director Producer Designer released

Sheriff 1979 Arcade - - ✔

Space Firebird 1980 Arcade - - ✔

Radar Scope 1980 Arcade - - ✔

Donkey Kong 1981 Arcade ✔ - ✔

Donkey Kong Junior 1982 Arcade ✔ - ✔

Popeye 1982 Arcade - - ✔

Mario Bros. 1983 Arcade - - ✔

Devil World 1984 NES/Famicom - - ✔

Donkey Kong 3 1984 Arcade ✔ - ✔

Excitebike 1984 NES/Famicom - - ✔

Ice Climber 1985 NES/Famicom - ✔ -

Super Mario Bros. 1985 NES/Famicom ✔ - ✔

1986 Famicom ✔ - - Super Mario Bros.: The Year

Title Console name Director Producer Designer released

Lost Levels

The Legend of Zelda 1986 NES/Famicom ✔ ✔ ✔

Kid Icarus 1987 NES/Famicom - ✔ -

Yume Kōjō: Doki Doki 1987 NES/Famicom - ✔ ✔ Panic/Super Mario Bros. 2

Zelda II: The Adventure of 1987 NES/Famicom - ✔ -

Link

Mother 1989 NES/Famicom - ✔ -

Super Mario Bros. 3 1988 NES/Famicom ✔ - -

F-Zero 1990 SNES/Super Famicom - ✔ -

Super Mario World 1990 SNES/Super Famicom - ✔ -

Pilotwings 1990 SNES/Super Famicom - ✔ -

NES/Famicom/Game

Yoshi 1991 - - Boy ✔

The Legend of Zelda: A 1991 SNES/Super Famicom - ✔ -

Link to the Past

Super Mario Kart 1992 SNES/Super Famicom - ✔ - Year

Title Console name Director Producer Designer released

Mario Paint 1992 SNES/Super Famicom - ✔ -

Wave Race 1992 Game Boy - ✔ -

The Legend of Zelda: 1993 Game Boy - ✔ -

Link's Awakening

Star Fox 1993 SNES/Super Famicom - ✔ -

Super Mario All-Stars 1993 SNES/ Super Famicom ✔ ✔ -

Yoshi's Safari 1993 SNES/Super Famicom - ✔ -

Kirby's Adventure 1993 NES/Famicom - ✔ -

Donkey Kong 1994 Game Boy - ✔ -

Stunt Race FX 1994 SNES/Super Famicom - ✔ -

Killer Instinct 1994 SNES/Super Famicom - ✔ -

Donkey Kong Country 1994 SNES/Super Famicom - - -

Super

BS Zelda no Densetsu 1995 - - ✔ Famicom/

Super Mario World 2: 1995 SNES/Super Famicom - ✔ -

Yoshi's Island Year

Title Console name Director Producer Designer released

Mole Mania 1996 Game Boy - ✔ -

Super Mario RPG: Legend 1996 SNES/Super Famicom - ✔ -

of the Seven Stars

Pilotwings 64 1996 Nintendo 64 - - ✔

Pokémon Red and Blue 1996 Game Boy - ✔ -

Kirby Super Star 1996 SNES/Super Famicom - ✔ -

Super Mario 64 1996 Nintendo 64 ✔ ✔ -

Wave Race 64 1996 Nintendo 64 - ✔ -

Mario Kart 64 1996 Nintendo 64 - ✔ -

BS Super Mario USA Super 1996 - - -

Power Challenge Famicom/Satellaview

Star Fox 64 1997 Nintendo 64 - ✔ -

Yoshi's Story 1997 Nintendo 64 - ✔ -

1080° Snowboarding 1998 Nintendo 64 - ✔ -

F-Zero X 1998 Nintendo 64 - ✔ - Year

Title Console name Director Producer Designer released

The Legend of Zelda: 1998 Nintendo 64 ✔ ✔ ✔

Ocarina of Time

F-Zero X Expansion Kit 1999 Nintendo 64DD - ✔ -

Mario Artist: Paint Studio 1999 Nintendo 64DD ✔ ✔ -

Mario Party 1999 Nintendo 64 - - -

Super Smash Bros. 1999 Nintendo 64 - ✔ -

Donkey Kong 64 1999 Nintendo 64 - ✔ -

Pokémon Stadium 1999 Nintendo 64 - ✔ -

Kirby 64: The Crystal 2000 Nintendo 64 - ✔ -

Shards

The Legend of Zelda: 2000 Nintendo 64 - ✔ -

Majora's Mask

Pokémon Stadium 2 2000 Nintendo 64 - ✔ -

Paper Mario 2001 Nintendo 64 - ✔ -

The Legend of Zelda: 2001 - ✔ -

Oracle of Seasons

2001 Game Boy Color - ✔ - The Legend of Zelda: Year

Title Console name Director Producer Designer released

Oracle of Ages

Super Mario Advance 2001 - ✔ -

Wario Land 4 2001 Game Boy Advance - ✔ -

Luigi's Mansion 2001 GameCube - ✔ -

Wave Race: Blue Storm 2001 GameCube - ✔ -

Mario Kart: Super Circuit 2001 Game Boy Advance - ✔ -

Pikmin 2001 GameCube - ✔ -

Super Smash Bros. Melee 2001 GameCube - ✔ -

Disney's Magical Mirror 2002 GameCube - ✔ -

Starring

Super Mario World: Super 2002 Game Boy Advance - ✔ -

Mario Advance 2

Doshin the Giant 2002 GameCube - ✔ -

Eternal Darkness: Sanity's 2002 GameCube - ✔ -

Requiem

Super Mario Sunshine 2002 GameCube - ✔ - Year

Title Console name Director Producer Designer released

Yoshi's Island: Super 2002 Game Boy Advance - ✔ -

Mario Advance 3

Metroid Prime 2002 GameCube - ✔ -

Star Fox Adventures 2002 GameCube - ✔ -

Hamtaro: Ham-Ham 2002 Game Boy Advance - ✔ -

Heartbreak

The Legend of Zelda: The 2002 GameCube - ✔ -

Wind Waker

F-Zero GX 2003 GameCube - ✔ -

Mario Golf: Toadstool 2003 GameCube - ✔ -

Tour

Donkey Konga 2003 GameCube - ✔ -

1080 Avalanche 2003 GameCube - ✔ -

Pac-Man Vs. 2003 GameCube - ✔ ✔

The Legend of Zelda: Four 2003 GameCube - ✔ -

Swords Adventures

Kirby Air Ride 2003 GameCube - ✔ - Year

Title Console name Director Producer Designer released

Donkey Kong Country 2003 Game Boy Advance - ✔ -

Mario Kart: Double Dash 2003 GameCube - ✔ -

Mario & Luigi: Superstar 2003 Game Boy Advance - ✔ -

Saga

GiFTPiA 2003 GameCube - ✔ -

Hamtaro: Rainbow Rescue 2003 Game Boy Advance - ✔ -

The Legend of Zelda: The 2004 Game Boy Advance - ✔ -

Minish Cap

Metal Gear Solid: The 2004 GameCube - - -

Twin Snakes

Metroid Prime 2: Echoes 2004 GameCube - ✔ -

Pikmin 2 2004 GameCube - ✔ -

Paper Mario: The 2004 GameCube - ✔ -

Thousand-Year Door

Donkey Kong Beat 2004 GameCube - ✔ -

Mario vs. Donkey Kong 2004 Game Boy Advance - ✔ - Year

Title Console name Director Producer Designer released

Super Mario 64 DS 2004 Nintendo DS - ✔ -

Star Fox: Assault 2005 GameCube - ✔ -

Geist 2005 GameCube - ✔ -

Chibi-Robo! 2005 GameCube - ✔ -

Nintendogs 2005 Nintendo DS - ✔ -

Mario Kart DS 2005 Nintendo DS - ✔ -

Mario vs. Donkey Kong 2: 2006 Nintendo DS - - -

March of the Minis

New Super Mario Bros. 2006 Nintendo DS - - -

Wii Sports 2006 Wii - ✔ -

The Legend of Zelda: 2006 GameCube/Wii - ✔ -

Twilight Princess

Super Paper Mario 2007 Wii - - -

Mario Strikers Charged 2007 Wii - - -

The Legend of Zelda: 2007 Nintendo DS - ✔ -

Phantom Hourglass Year

Title Console name Director Producer Designer released

Metroid Prime 3: 2007 Wii - - -

Corruption

Super Mario Galaxy 2007 Wii - ✔ ✔

Mario & Sonic at the 2007 Wii - ✔ -

Olympic Games

Link's Crossbow Training 2007 Wii - ✔ -

Wii Fit 2007 Wii - - ✔

Super Smash Bros. Brawl 2008 Wii - - -

Mario Kart Wii 2008 Wii - ✔ -

Wii Music 2008 Wii - ✔ ✔

Punch-Out!! 2009 Wii - ✔ -

Mario vs. Donkey Kong: Nintendo 2009 - - -

Minis March Again! DSi (DSiWare)

New Super Mario Bros. 2009 Wii - ✔ -

Wii

Super Mario Galaxy 2 2010 Wii - ✔ -

2010 Wii - - - Donkey Kong Country Year

Title Console name Director Producer Designer released

Returns

Nintendogs + Cats 2011 Nintendo 3DS - - -

Steel Diver 2011 Nintendo 3DS - - ✔

The Legend of Zelda: 2011 Nintendo 3DS - ✔ -

Ocarina of Time 3D

Star Fox 64 3D 2011 Nintendo 3DS - - -

Super Mario 3D Land 2011 Nintendo 3DS - ✔ -

Mario Kart 7 2011 Nintendo 3DS - ✔ -

The Legend of Zelda: 2011 Wii - ✔ -

Skyward Sword

Nintendo Land 2012 Wii U - ✔ -

New Super Mario Bros. U 2012 Wii U - ✔ -

Luigi's Mansion: Dark 2013 Nintendo 3DS - ✔ -

Moon

Pikmin 3 2013 Wii U - ✔ -

The Legend of Zelda: The 2013 Wii U - ✔ -

Wind Waker HD Year

Title Console name Director Producer Designer released

Super Mario 3D World 2013 Wii U - ✔ -

Mario Golf: World Tour 2014 Nintendo 3DS - - -

Mario Kart 8 2014 Wii U - ✔ -

Super Smash Bros. for 2014 Wii U - - -

Nintendo 3DS and Wii U

The Legend of Zelda 2015 Wii U - ✔ -

Star Fox 2015 Wii U - ✔ ✔

Project: Guard 2015 Wii U - ✔ ✔

Project Giant Robot 2015 Wii U - ✔ ✔

Background Mario-Background-nintendo-26503062-1680-1050. N.d. Fanpop. Fanpop. Web. 27 Oct. 2014. .