Shigeru Miyamoto | Super Mario Bros. | Nintendo | Zelda

Game Boy

by Scott Steinberg
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Image about Shigeru Miyamoto


Game Boy

The brains behind Mario, Donkey Kong, and Zelda, Shigeru Miyamoto has created some of gaming's most iconic heroes. Now he's fast becoming one himself. , Illustration by eBoy



Gazing across the table at living legend Shigeru Miyamoto in a closed-door meeting room at this year's Electronic Entertainment Expo (E3), I get the impression that I might as well be enjoying an audience with the pope. And it's not because of the four hour-long lines of enthusiastic fans queued up to sample the legendary software designer's latest creation - the new motion-sensitive video-game console Wii (pronounced "wee," see "The Wii Revolution," page 70). Nor, for that matter, is it because of the ever-vigilant security guards standing watch over a special roped-off section behind employer Nintendo's public booth, where pedestrian-choked product kiosks and blaring loudspeakers ostentatiously trumpet the company's latest wares.

Even the site of our sit-down - a nondescript conference area located next to a bar and, somewhat incongruously for a bustling convention floor, an ice cream machine - isn't entirely responsible for the effect. Rather, it's due to the subtle lines that now mar the familiar visage of my companion, adding a hint of unexpected sadness to his ever-smiling face and mischievous eyes.

Surrounded by translators, official handlers, and a host of underlings, the visionary whose life's work has come to define so many millions of people's childhoods no longer seems so impish as he does outright exhausted. At age 54, having worked on more than 70 individual titles, the man Time magazine called "the Spielberg of video games" looks like he'd rather be anywhere (e.g., in his beloved garden) than here, surrounded by 60,000-plus admirers.

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.

Over the next 25 years, Miyamoto's design philosophy led to a string of breakthrough hits, including 1985's Super Mario Bros., the most successful video game ever (and one that set the archetype for countless platform-hopping romps to come); 1987's The Legend of Zelda, stemming from Miyamoto's youthful ventures into the pitch-black caves near his home and which sees players exploring forests, mountains, and dungeons while fighting fearsome beasts; and, of course, 1996's seminal Super Mario 64, heralded by critics and consumers alike as the first game in which 3-D gaming showed its true potential. Even his less historically renowned outings, ­including Duck Hunt, Hogan's Alley, PilotWings 64, Super Mario RPG: Legend of the Seven Stars, F-Zero, and Luigi's Mansion, still rank among the biz's best.

Miyamoto attributes his ongoing triumphs to a simple design philosophy. "Most important is that a game be fun to play and that its environment be used to effectively capture an audience's attention," he says. "Players can't be forced into activity … they have to voluntarily want to enter the interactive space and explore. Flashy graphics and fancy sound effects aren't the answer - interactivity is. Encouraging players to immerse themselves within virtual universes is crucial."

HENCE THE THINKING behind the just-released Wii, which aims to speak to the entire family, not just to tech-savvy teens and 20-somethings, as its chief competitors PlayStation 3 and Xbox 360 are prone to doing. "[Microsoft and Sony] have done little to expand their core market," explains Miyamoto. "They continue to play to the same general users. At Nintendo, we believe in speaking to people of all ages and interests, whether you're five years old or 95. There's a new, ever-growing audience for video games out there. We're leading by example and hope to inspire generations of developers to come."

In other words, it's you - the nonbeliever, the onetime fan, the working professional who has since come up short on free time for leisure activities - who Miyamoto believes is the future of interactive entertainment. The revolution, to paraphrase, will not come via the Sci-Fi Channel. It will instead be sparked by a gaming renaissance featuring support from all members of the family - self-styled technophobes such as Mom, Dad, and even Grandma and Grandpa­ included.

At odds with competitors (such as Microsoft, who partnered with MTV to reveal the Xbox 360), Miyamoto's got no stomach for flashy product launches, fancy ad spots, and corporate synergy. But as senior management director and general manager of entertainment analysis and development division - read: head creative honcho - for Nintendo's Japan division, he understands the value of cutting-edge ­hardware and glossy marketing campaigns. He just believes that best-­selling set-top system launches are driven by creative inspiration and quality game play, not catchy
buzzwords and rampant hyperbole.

A throwback to gaming's kinder, gentler era, the aging great refuses to churn out cookie-cutter sequels, publishing blockbuster follow-ups only when technological and storytelling advancements warrant them. "We want Wii to be a system that will appeal to everyone," he says. "The way to make this happen isn't just to rehash the same old titles, but rather to exceed hope and take games to a whole new level, beyond the boundaries of peoples' expectations."

Looking at the starry-eyed man before me - slighter and shier in person than pictorials convey - it's easy to see that if anyone's capable of pulling off such a coup, it's Miyamoto. And, of course, the man is the same nimble-minded young boy, hungry for excitement and adventure, who saw gateways to parallel dimensions around every tree and stoplight.

Pausing to take my leave, I thank Miyamoto for his time before extending a hand and a few gentle words of gratitude for the untold opportunities he's opened not only for me but also for countless other ­video-game fans. And, of course, I wish him the best of luck in bucking industry trends.

At which point, he unexpectedly stands up straight and tall, and, true to form, chuckles heartily. "Others talk of gaming's next generation," he grins. "We're offering an entirely new one. Luck's got nothing to do with it."
And just like that, I walk away a convert - knowing that, come what may, in one sense, it's already game over for the competition.

Hall of Game
An inside guide to Miyamoto's greatest hits

-1981
Donkey Kong is released, marking the initial appearance of Jumpman­ (a.k.a. Mario). The arcade game is an overnight success and Nintendo's first hit outside Japan.

-1983
Coin-operated debut of Mario Bros. introduces star sibling Luigi. Headliner trades carpentry for plumbing.

-1985
Super Mario Bros. ships, catapulting Nintendo Entertainment System (NES) and Miyamoto to instant stardom. It also sets a benchmark for side-scrolling adventures and sells more than 40 million copies worldwide, a Guinness World Record.

-1987
Enter fantasy dungeon crawl The Legend of Zelda, inspired by Miyamoto's childhood spelunking adventures. It single-handedly defines action-based role-playing outings.

-1991
Super Mario World ships with the Super NES (SNES), ensuring the console's immediate success.

-1993
Futuristic space-flight game Star Fox for SNES launches. It proves that Miyamoto's vision readily extends into the third dimension.

-1996
Super Mario 64 catapults Nintendo 64 to chart-topping performance, selling more than 11 million units. The title is hailed as a watershed moment for 3-D gaming.

-1997
Mario Kart 64 is an instant classic, bringing white-knuckle racing to the masses.

-2001
While playing in his garden, Miyamoto creates the concept for the quirky GameCube real-time strategy title Pikmin.

-2002
Animal Crossing (GameCube and Game Boy Advance) challenges players to interact with living worlds filled with minigames and memorable personalities.

-2005
Miyamoto acts as general producer on virtual pet sensation Nintendogs for Nintendo DS.

-2007
Super Mario Galaxy for Wii will debut. It's set to reaffirm the designer's legendary status.
The Wii Revolution
Nintendo's latest cutting-edge, interactive gaming
system lets players really get in the game.



The new Wii console has a lot going for it: top-tier titles (Elebits, Excite Truck), a sleek all-white look, and a low sticker price. Plus, playing the system burns - not builds - calories. No joke: Unlike contemporary set-top diversions, a two-piece, motion-sensitive TV-remote-style controller gives couch potatoes the chance to channel their inner athlete or gunman, tracking and translating physical prompts into on-screen movement. For the first time, you can truly experience how it feels to swing a sword in The Legend of Zelda: Twilight Princess or to wield an arm-mounted laser, courtesy of Metroid Prime 3: Corruption.

Hands-on tests with the ultraresponsive unit's control scheme - divided into a nunchuk-like thumb-stick attachment and a stereo speaker/­vibration sensor-equipped pad - reveal the action isn't all blood and guts either. Players can swing the handheld device to send balls soaring during a round of Wii Sports tennis or conduct entire orchestras with a wave of a virtual wand. Rather than high-definition graphics (a key selling point for Microsoft's Xbox 360 and Sony's PlayStation­ 3), the emphasis here is squarely on novel play mechanics.

Bonus features are also plentiful. Because Wii is fully compatible with GameCube games, nostalgic fare like Super Nintendo, Sega Genesis, and ­TurboGrafx-16 titles may be downloaded and enjoyed on demand too. Perpetual broadband connectivity is another highlight, with systems capable of automatically retrieving extras such as additional characters and stages while you sleep. Positional audio capabilities only add further atmospheric depth, letting you track an arrow’s progress from the draw of a bowstring until it thuds resoundingly into an enemy’s chest.

A few sample titles worth drooling over: Final Fantasy Crystal Chronicles: The Crystal Bearers, Rayman: ­Raving Rabbids, and Super Monkey Ball: ­Banana Blitz. So start practicing your golf swing or karate chop now (and start socking away cash to replace that soon-to-be-shattered coffee table). Wii, $250, Best Buy, (888) 237-8289, www.bestbuy.com

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ISSUE: Nov 15, 2006
American Way Cover - 11/15/2006