Game Boy
by Scott Steinberg
Or, as he puts it, half directly and half through an intermediary
(Miyamoto's fluent in English but still uncomfortable with the
language): "[All this attention] is embarrassing. I find it quite
awkward. Looking back, it's fair to say fame was never supposed to
be part of the deal."
INDEED YOU WOULDN'T find a less likely candidate for
superstardom than this former bohemian, who spent his childhood
days in a rural community near his current home of Kyoto, Japan,
painting, drawing pictures, and dreaming of imaginary worlds. His
explorations of the territory surrounding his home - of rivers,
rice fields, and caverns - provided fertile inspiration for later
games such as Super Mario Bros. and The Legend of Zelda.
But in 1977, the long-haired romantic and former bandleader, fresh
out of college after a five-year stint, was just another naive
idealist desperately seeking work. His father, a friend of Hiroshi
Yamauchi, head of the then playing-card and toy manufacturer
Nintendo, arranged an interview for Miyamoto, which eventually led
to a job as
Nintendo's first staff artist.
Come 1980, after three years of producing art for use in
coin-operated arcade games, Yamauchi assigned Miyamoto a
monumental task: to revamp Radarscope, a failed title he'd staked
the company on. Miyamoto's response: He scrapped Radarscope's
design entirely, citing cinematic inspiration and the need to
employ moviemaking characterization techniques.
In its place, the legendary Donkey Kong was born. Released in 1981,
the title (whose name came from a humorously misguided search
through a Japanese/English dictionary) went on to storm arcades
around the globe and save the firm. It also introduced the world to
the mustached hero Jumpman, who eventually evolved into the
character we recognize today as Mario.
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