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[[IThoughtItMeant Do not confuse with]] [[UsefulNotes/MiyamotoMusashi that famed Sengoku swordsman.]]

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[[IThoughtItMeant [[JustForFun/IThoughtItMeant Do not confuse with]] [[UsefulNotes/MiyamotoMusashi that famed Sengoku swordsman.]]

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Removed: 4173

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Tropes (especially those that are YMMV) are a no-no in Creator pages. They were rife with natter anyway


* BigNameFan: He regrets not having ''VideoGame/NightsIntoDreams'' (made by [[Creator/{{Sega}} Yuji Naka and Sonic Team]]) as part of his creative portfolio.
** His favorite video game character of all time is actually ''VideoGame/PacMan''. He personally designed ''Pac-Man Vs.'' for the GCN, and pushed for him to appear in ''VideoGame/SuperSmashBros'' since ''Brawl'' (and got his wish in ''For 3DS/Wii U'').
* CreatorBacklash: Miyamoto [[http://kotaku.com/shigeru-miyamotos-bad-game-514017583 stated in an interview]] that he considered ''Zelda II: The Adventure of Link'' to be his least favorite game he ever made, basically likening it more to a child ripped out of the womb than a game that reached its full potential. His own (translated) words:
-->''"I wouldn't say that I've ever made a bad game, per se, but a game I think we could have done more with was Zelda II: The Adventure of Link. When we're designing games, we have our plan for what we're going to design but in our process it evolves and grows from there. In Zelda II: The Adventure of Link, unfortunately all we ended up creating was what we had originally planned on paper. I think specifically in the case of Zelda II we had a challenge just in terms of what the hardware was capable of doing. So one thing, of course, (that he would have liked the game to been like) is, from a hardware perspective, if we had been able to have the switch between the scenes speed up, if that had been faster, we could have done more with how we used the sidescrolling vs. the overhead [view] and kind of the interchange between the two.[[note]] (specifically, he's referring to the long loading times of the Famicom Disk version of the game – the loading times are nonexistent in the Western port)[[/note]] But, because of the limitations on how quickly those scenes changed, we weren't able to. The other thing is it would have been nice to have had bigger enemies in the game, but the Famicom/NES hardware wasn't capable of doing that. Certainly, with hardware nowadays you can do that and we have done that, but of course nowadays creating bigger enemies takes a lot of effort."''
** Averted however, for, of all things, the live action ''Film/SuperMarioBros'' movie! As it turns out, he liked how they took "creative liberties" with the game.
* ExecutiveMeddling: Miyamoto has a philosophy that games should focus on the gameplay, and having a detailed story distracts from what a game should be. This has lead to some creative disagreements between himself some of his fellow game developers.
** He asked for only preexisting characters to appear in ''VideoGame/PaperMarioStickerStar'', resulting in a [[ExcusePlot bare-bones plot]][[note]] (while, of course, the Super/Mario series never had much plot, all of the ''Paper Mario'' games {or even Mario [=RPGs=], for that matter} had very well written ones)[[/note]]. However, the developers took this the wrong way, leading to the lack of partners[[note]] (and otherwise original characters, except for Kersti, a few Toads, and three of the bosses – though only one had a personality)[[/note]], which the game was at one point set to return to. [[TheyChangedItNowItSucks Fans]] [[BrokenBase were not amused]].
** He's actually been simplifying games since ''VideoGame/TheLegendOfZeldaFourSwordsAdventures'', which was supposed to be a prequel to ''[[VideoGame/TheLegendOfZeldaALinkToThePast Link To The Past]]'' until Miyamoto said it distracted from gameplay. His staff called it "[[FlippingTheTable upending the tea table]]".
** ''VideoGame/LinksCrossbowTraining'' was planned to be a full-fledged game that would be to ''[[VideoGame/TheLegendOfZeldaTwilightPrincess Twilight Princess]]'' what ''[[VideoGame/TheLegendOfZeldaMajorasMask Majora's Mask]]'' is to ''[[VideoGame/TheLegendOfZeldaOcarinaOfTime Ocarina of Time]]''... But guess what happened?
* OneOfUs: As he explained in [[https://www.youtube.com/watch?v=4ANzA2fQ8Gc his visit to Jim Henson Studios]], he loved Franchise/TheMuppets as a child and originally considered a career in making puppets.
* TropeNamer: When he compared video games to rock and roll, [[TheNewRockAndRoll he named a trope]].
* WriteWhatYouKnow: Gameplay and Story mechanics in his games, specifically Mario and The Legend of Zelda, tends to originate from his childhood and his hobbies.

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* BigNameFan: He regrets not having ''VideoGame/NightsIntoDreams'' (made by [[Creator/{{Sega}} Yuji Naka and Sonic Team]]) as part of his creative portfolio.
** His favorite video game character of all time is actually ''VideoGame/PacMan''. He personally designed ''Pac-Man Vs.'' for the GCN, and pushed for him to appear in ''VideoGame/SuperSmashBros'' since ''Brawl'' (and got his wish in ''For 3DS/Wii U'').
* CreatorBacklash: Miyamoto [[http://kotaku.com/shigeru-miyamotos-bad-game-514017583 stated in an interview]] that he considered ''Zelda II: The Adventure of Link'' to be his least favorite game he ever made, basically likening it more to a child ripped out of the womb than a game that reached its full potential. His own (translated) words:
-->''"I wouldn't say that I've ever made a bad game, per se, but a game I think we could have done more with was Zelda II: The Adventure of Link. When we're designing games, we have our plan for what we're going to design but in our process it evolves and grows from there. In Zelda II: The Adventure of Link, unfortunately all we ended up creating was what we had originally planned on paper. I think specifically in the case of Zelda II we had a challenge just in terms of what the hardware was capable of doing. So one thing, of course, (that he would have liked the game to been like) is, from a hardware perspective, if we had been able to have the switch between the scenes speed up, if that had been faster, we could have done more with how we used the sidescrolling vs. the overhead [view] and kind of the interchange between the two.[[note]] (specifically, he's referring to the long loading times of the Famicom Disk version of the game – the loading times are nonexistent in the Western port)[[/note]] But, because of the limitations on how quickly those scenes changed, we weren't able to. The other thing is it would have been nice to have had bigger enemies in the game, but the Famicom/NES hardware wasn't capable of doing that. Certainly, with hardware nowadays you can do that and we have done that, but of course nowadays creating bigger enemies takes a lot of effort."''
** Averted however, for, of all things, the live action ''Film/SuperMarioBros'' movie! As it turns out, he liked how they took "creative liberties" with the game.
* ExecutiveMeddling: Miyamoto has a philosophy that games should focus on the gameplay, and having a detailed story distracts from what a game should be. This has lead to some creative disagreements between himself some of his fellow game developers.
** He asked for only preexisting characters to appear in ''VideoGame/PaperMarioStickerStar'', resulting in a [[ExcusePlot bare-bones plot]][[note]] (while, of course, the Super/Mario series never had much plot, all of the ''Paper Mario'' games {or even Mario [=RPGs=], for that matter} had very well written ones)[[/note]]. However, the developers took this the wrong way, leading to the lack of partners[[note]] (and otherwise original characters, except for Kersti, a few Toads, and three of the bosses – though only one had a personality)[[/note]], which the game was at one point set to return to. [[TheyChangedItNowItSucks Fans]] [[BrokenBase were not amused]].
** He's actually been simplifying games since ''VideoGame/TheLegendOfZeldaFourSwordsAdventures'', which was supposed to be a prequel to ''[[VideoGame/TheLegendOfZeldaALinkToThePast Link To The Past]]'' until Miyamoto said it distracted from gameplay. His staff called it "[[FlippingTheTable upending the tea table]]".
** ''VideoGame/LinksCrossbowTraining'' was planned to be a full-fledged game that would be to ''[[VideoGame/TheLegendOfZeldaTwilightPrincess Twilight Princess]]'' what ''[[VideoGame/TheLegendOfZeldaMajorasMask Majora's Mask]]'' is to ''[[VideoGame/TheLegendOfZeldaOcarinaOfTime Ocarina of Time]]''... But guess what happened?
* OneOfUs: As he explained in [[https://www.youtube.com/watch?v=4ANzA2fQ8Gc his visit to Jim Henson Studios]], he loved Franchise/TheMuppets as a child and originally considered a career in making puppets.
* TropeNamer: When he compared video games to rock and roll, [[TheNewRockAndRoll he named a trope]].
* WriteWhatYouKnow: Gameplay and Story mechanics in his games, specifically Mario and The Legend of Zelda, tends to originate from his childhood and his hobbies.

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* BigNameFan: He regrets not having ''VideoGame/NightsIntoDreams'' (made by [[Creator/{{Sega}} Yuji Naka and Sonic Team]]) as part of his creative portfolio.
** His favorite video game character of all time is actually ''VideoGame/PacMan''. He personally designed ''Pac-Man Vs.'' for the GCN, and pushed for him to appear in ''VideoGame/SuperSmashBros'' since ''Brawl'' (and got his wish in ''For 3DS/Wii U'').
* CreatorBacklash: Miyamoto [[http://kotaku.com/shigeru-miyamotos-bad-game-514017583 stated in an interview]] that he considered ''Zelda II: The Adventure of Link'' to be his least favorite game he ever made, basically likening it more to a child ripped out of the womb than a game that reached its full potential. His own (translated) words:
-->''"I wouldn't say that I've ever made a bad game, per se, but a game I think we could have done more with was Zelda II: The Adventure of Link. When we're designing games, we have our plan for what we're going to design but in our process it evolves and grows from there. In Zelda II: The Adventure of Link, unfortunately all we ended up creating was what we had originally planned on paper. I think specifically in the case of Zelda II we had a challenge just in terms of what the hardware was capable of doing. So one thing, of course, (that he would have liked the game to been like) is, from a hardware perspective, if we had been able to have the switch between the scenes speed up, if that had been faster, we could have done more with how we used the sidescrolling vs. the overhead [view] and kind of the interchange between the two.[[note]] (specifically, he's referring to the long loading times of the Famicom Disk version of the game – the loading times are nonexistent in the Western port)[[/note]] But, because of the limitations on how quickly those scenes changed, we weren't able to. The other thing is it would have been nice to have had bigger enemies in the game, but the Famicom/NES hardware wasn't capable of doing that. Certainly, with hardware nowadays you can do that and we have done that, but of course nowadays creating bigger enemies takes a lot of effort."''
** Averted however, for, of all things, the live action ''Film/SuperMarioBros'' movie! As it turns out, he liked how they took "creative liberties" with the game.
* ExecutiveMeddling: Miyamoto has a philosophy that games should focus on the gameplay, and having a detailed story distracts from what a game should be. This has lead to some creative disagreements between himself some of his fellow game developers.
** He asked for only preexisting characters to appear in ''VideoGame/PaperMarioStickerStar'', resulting in a [[ExcusePlot bare-bones plot]][[note]] (while, of course, the Super/Mario series never had much plot, all of the ''Paper Mario'' games {or even Mario [=RPGs=], for that matter} had very well written ones)[[/note]]. However, the developers took this the wrong way, leading to the lack of partners[[note]] (and otherwise original characters, except for Kersti, a few Toads, and three of the bosses – though only one had a personality)[[/note]], which the game was at one point set to return to. [[TheyChangedItNowItSucks Fans]] [[BrokenBase were not amused]].
** He's actually been simplifying games since ''VideoGame/TheLegendOfZeldaFourSwordsAdventures'', which was supposed to be a prequel to ''[[VideoGame/TheLegendOfZeldaALinkToThePast Link To The Past]]'' until Miyamoto said it distracted from gameplay. His staff called it "[[FlippingTheTable upending the tea table]]".
** ''VideoGame/LinksCrossbowTraining'' was planned to be a full-fledged game that would be to ''[[VideoGame/TheLegendOfZeldaTwilightPrincess Twilight Princess]]'' what ''[[VideoGame/TheLegendOfZeldaMajorasMask Majora's Mask]]'' is to ''[[VideoGame/TheLegendOfZeldaOcarinaOfTime Ocarina of Time]]''... But guess what happened?
* OneOfUs: As he explained in [[https://www.youtube.com/watch?v=4ANzA2fQ8Gc his visit to Jim Henson Studios]], he loved Franchise/TheMuppets as a child and originally considered a career in making puppets.
* TropeNamer: When he compared video games to rock and roll, [[TheNewRockAndRoll he named a trope]].
* WriteWhatYouKnow: Gameplay and Story mechanics in his games, specifically Mario and The Legend of Zelda, tends to originate from his childhood and his hobbies.

----
Is there an issue? Send a MessageReason:
None


After being influenced by the creations of ''VideoGame/PacMan'' and ''VideoGame/SpaceInvaders'', he began his career at Nintendo through his father's connections, becoming the company's first artist. As this was during the point where the company focused on entering the video game market, He was in charge of creating the art for all of Nintendo's early arcade cabinets, including Sheriff and Radar Scope. Radar Scope's failure in the Western market left so many units unsold that Nintendo was on the verge of financial collapse. When President Yamauchi thought to convert the unsold units into an entirely new game, he tasked Miyamoto with the project under GunpeiYokoi's supervision.

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After being influenced by the creations of ''VideoGame/PacMan'' and ''VideoGame/SpaceInvaders'', he began his career at Nintendo through his father's connections, becoming the company's first artist. As this was during the point where the company focused on entering the video game market, He was in charge of creating the art for all of Nintendo's early arcade cabinets, including Sheriff and Radar Scope. Radar Scope's failure in the Western market left so many units unsold that Nintendo was on the verge of financial collapse. When President Yamauchi thought to convert the unsold units into an entirely new game, he tasked Miyamoto with the project under GunpeiYokoi's Creator/GunpeiYokoi's supervision.
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None


* ''[[VideoGame/MetroidPrimeTrilogy Metroid Prime]]''[[note]]Co-creator with Kensuke Tanabe; sub-series of Creator/GunpeiYokoi's ''{{Metroid}}'' series[[/note]] (Latest installment: ''VideoGame/MetroidPrime4'', TBA)

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* ''[[VideoGame/MetroidPrimeTrilogy Metroid Prime]]''[[note]]Co-creator with Kensuke Tanabe; sub-series of Creator/GunpeiYokoi's ''{{Metroid}}'' ''Franchise/{{Metroid}}'' series[[/note]] (Latest installment: ''VideoGame/MetroidPrime4'', TBA)
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None


His creation of the 1981 arcade game ''VideoGame/DonkeyKong'' was one of the first times video games would have a story that preceded development of the game itself. Since then, he's been so busy with so many fingers in so many pies over the years that competitors and their fans admit that he has given more to the video game industry than just about everyone else, possibly ''combined''. Today he is head of Nintendo's EAD, which is in charge of almost all of its first-party titles and he's had a hand in the development in the UsefulNotes/{{Wii}} and 3DS. Currently, he is the Creative Fellow of Nintendo in 2015 after presidency was given to Tatsumi Kimishima, formerly leaving his position as head of Nintendo's EAD. Despite this, he is still involved with many of EAD's projects including StarFox and {{Pikmin}} and other games.

to:

His creation of the 1981 arcade game ''VideoGame/DonkeyKong'' was one of the first times video games would have a story that preceded development of the game itself. Since then, he's been so busy with so many fingers in so many pies over the years that competitors and their fans admit that he has given more to the video game industry than just about everyone else, possibly ''combined''. Today he is head of Nintendo's EAD, which is in charge of almost all of its first-party titles and he's had a hand in the development in the UsefulNotes/{{Wii}} and 3DS. Currently, he is the Creative Fellow of Nintendo in 2015 after presidency was given to Tatsumi Kimishima, formerly leaving his position as head of Nintendo's EAD. Despite this, he is still involved with many of EAD's projects including StarFox VideoGame/StarFox and {{Pikmin}} VideoGame/{{Pikmin}} and other games.
Is there an issue? Send a MessageReason:
None


* ''[[VideoGame/MetroidPrimeTrilogy Metroid Prime]]''[[note]]Co-creator with Kensuke Tanabe; sub-series of Creator/GunpeiYokoi's ''{{Metroid}}'' series[[/note]] (Latest installment: ''VideoGame/MetroidPrimeFederationForce'', 2016)

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* ''[[VideoGame/MetroidPrimeTrilogy Metroid Prime]]''[[note]]Co-creator with Kensuke Tanabe; sub-series of Creator/GunpeiYokoi's ''{{Metroid}}'' series[[/note]] (Latest installment: ''VideoGame/MetroidPrimeFederationForce'', 2016)''VideoGame/MetroidPrime4'', TBA)



* ''Franchise/SuperMarioBros''[[note]]The most successful video game franchise in history.[[/note]] (Latest installment: ''VideoGame/SuperMarioMaker'', 2015)

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* ''Franchise/SuperMarioBros''[[note]]The most successful video game franchise in history.[[/note]] (Latest installment: ''VideoGame/SuperMarioMaker'', 2015)''VideoGame/SuperMarioOdyssey'', 2017)
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None


* ''VideoGame/{{F-Zero}}'' (Latest installment: ''F-Zero: Climax'' for UsefulNotes/GameBoyAdvance, 2004)

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* ''VideoGame/{{F-Zero}}'' ''VideoGame/FZero'' (Latest installment: ''F-Zero: Climax'' for UsefulNotes/GameBoyAdvance, 2004)
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None


* ''VideoGame/SteelDiver'' (Latest installment: ''Steel Driver: Sub Wars'' for Nintendo3DS, 2014)

to:

* ''VideoGame/SteelDiver'' (Latest installment: ''Steel Driver: Sub Wars'' for Nintendo3DS, UsefulNotes/Nintendo3DS, 2014)
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None


* ''VideoGame/{{F-Zero}}'' (Latest installment: ''F-Zero: Climax'' for GameBoyAdvance, 2004)

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* ''VideoGame/{{F-Zero}}'' (Latest installment: ''F-Zero: Climax'' for GameBoyAdvance, UsefulNotes/GameBoyAdvance, 2004)



* ''VideoGame/MoleMania'' (GameBoy, 1996)

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* ''VideoGame/MoleMania'' (GameBoy, (UsefulNotes/GameBoy, 1996)
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* ''VideoGame/DevilWorld''[[note]]The only game he designed that [[NoExportForYou did not get an original American release]].[[/note]] ({{N|intendoEntertainmentSystem}}ES, 1984)

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* ''VideoGame/DevilWorld''[[note]]The only game he designed that [[NoExportForYou did not get an original American release]].[[/note]] ({{N|intendoEntertainmentSystem}}ES, (UsefulNotes/{{N|intendoEntertainmentSystem}}ES, 1984)



* ''[[VideoGame/KungFuMaster Kung-Fu]]''[[note]]Only the NES port[[/note]] ({{N|intendoEntertainmentSystem}}ES, 1985)

to:

* ''[[VideoGame/KungFuMaster Kung-Fu]]''[[note]]Only the NES port[[/note]] ({{N|intendoEntertainmentSystem}}ES, (UsefulNotes/{{N|intendoEntertainmentSystem}}ES, 1985)
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None


* ''VideoGame/{{Nintendogs}}'' (Latest installment: ''Nintendogs + Cats'' for Nintendo3DS, 2011)
* ''VideoGame/{{Pikmin}}'' (Latest installment: ''Pikmin 3'' for WiiU, 2013)

to:

* ''VideoGame/{{Nintendogs}}'' (Latest installment: ''Nintendogs + Cats'' for Nintendo3DS, UsefulNotes/Nintendo3DS, 2011)
* ''VideoGame/{{Pikmin}}'' (Latest installment: ''Pikmin 3'' for WiiU, UsefulNotes/WiiU, 2013)



* ''VideoGame/WiiMusic''[[note]]As part of Katsuya Eguchi's ''Wii'' series of games[[/note]] ({{Wii}}, 2008)

to:

* ''VideoGame/WiiMusic''[[note]]As part of Katsuya Eguchi's ''Wii'' series of games[[/note]] ({{Wii}}, (UsefulNotes/{{Wii}}, 2008)
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None

Added DiffLines:

* ''VideoGame/{{Sheriff}}'': One of the first games he worked on. His job was to design artwork for it.
Is there an issue? Send a MessageReason:
None


After being influenced by the creations of ''{{Pac-Man}}'' and ''SpaceInvaders'', he began his career at Nintendo through his father's connections, becoming the company's first artist. As this was during the point where the company focused on entering the video game market, He was in charge of creating the art for all of Nintendo's early arcade cabinets, including Sheriff and Radar Scope. Radar Scope's failure in the Western market left so many units unsold that Nintendo was on the verge of financial collapse. When President Yamauchi thought to convert the unsold units into an entirely new game, he tasked Miyamoto with the project under GunpeiYokoi's supervision.

His creation of the 1981 arcade game ''VideoGame/DonkeyKong'' was one of the first times video games would have a story that preceded development of the game itself. Since then, he's been so busy with so many fingers in so many pies over the years that competitors and their fans admit that he has given more to the video game industry than just about everyone else, possibly ''combined''. Today he is head of Nintendo's EAD, which is in charge of almost all of its first-party titles and he's had a hand in the development in the {{Wii}} and 3DS. Currently, he is the Creative Fellow of Nintendo in 2015 after presidency was given to Tatsumi Kimishima, formerly leaving his position as head of Nintendo's EAD. Despite this, he is still involved with many of EAD's projects including StarFox and {{Pikmin}} and other games.

to:

After being influenced by the creations of ''{{Pac-Man}}'' ''VideoGame/PacMan'' and ''SpaceInvaders'', ''VideoGame/SpaceInvaders'', he began his career at Nintendo through his father's connections, becoming the company's first artist. As this was during the point where the company focused on entering the video game market, He was in charge of creating the art for all of Nintendo's early arcade cabinets, including Sheriff and Radar Scope. Radar Scope's failure in the Western market left so many units unsold that Nintendo was on the verge of financial collapse. When President Yamauchi thought to convert the unsold units into an entirely new game, he tasked Miyamoto with the project under GunpeiYokoi's supervision.

His creation of the 1981 arcade game ''VideoGame/DonkeyKong'' was one of the first times video games would have a story that preceded development of the game itself. Since then, he's been so busy with so many fingers in so many pies over the years that competitors and their fans admit that he has given more to the video game industry than just about everyone else, possibly ''combined''. Today he is head of Nintendo's EAD, which is in charge of almost all of its first-party titles and he's had a hand in the development in the {{Wii}} UsefulNotes/{{Wii}} and 3DS. Currently, he is the Creative Fellow of Nintendo in 2015 after presidency was given to Tatsumi Kimishima, formerly leaving his position as head of Nintendo's EAD. Despite this, he is still involved with many of EAD's projects including StarFox and {{Pikmin}} and other games.
Is there an issue? Send a MessageReason:
Huh, I'd have thought they'd have updated that by now.


* ''Franchise/TheLegendOfZelda''[[note]]Credited for codifying the ActionAdventure genre[[/note]] (Latest installment: ''VideoGame/TheLegendOfZeldaTriForceHeroes, 2015)

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* ''Franchise/TheLegendOfZelda''[[note]]Credited for codifying the ActionAdventure genre[[/note]] (Latest installment: ''VideoGame/TheLegendOfZeldaTriForceHeroes, 2015)''VideoGame/TheLegendOfZeldaBreathOfTheWild'', 2017)
Is there an issue? Send a MessageReason:
Does SMM count? He was credited as Producer.


* ''Franchise/SuperMarioBros''[[note]]The most successful video game franchise in history.[[/note]] (Latest installment: ''VideoGame/SuperMario3DWorld, 2013)

to:

* ''Franchise/SuperMarioBros''[[note]]The most successful video game franchise in history.[[/note]] (Latest installment: ''VideoGame/SuperMario3DWorld, 2013)''VideoGame/SuperMarioMaker'', 2015)
Is there an issue? Send a MessageReason:
None


* ''WiiMusic''[[note]]As part of Katsuya Eguchi's ''Wii'' series of games[[/note]] ({{Wii}}, 2008)

to:

* ''WiiMusic''[[note]]As ''VideoGame/WiiMusic''[[note]]As part of Katsuya Eguchi's ''Wii'' series of games[[/note]] ({{Wii}}, 2008)
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None


* ''VideoGame/StarFox''[[note]]First game to use the "SuperFX" chip, a coprocessor that provided 3D polygon graphics[[/note]] (Latest installment: ''VideoGame/StarFoxZero'', 2016)

to:

* ''VideoGame/StarFox''[[note]]First game to use the "SuperFX" "[=SuperFX=]" chip, a coprocessor that provided 3D polygon graphics[[/note]] (Latest installment: ''VideoGame/StarFoxZero'', 2016)
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Wii series of games was created by Animal Crossing's Katsuya Eguchi, not Miyamoto.


* ''VideoGame/WiiSports'' / ''WiiMusic'' / ''VideoGame/WiiFit'' / ''WiiPlay''

to:

* ''VideoGame/WiiSports'' / ''WiiMusic'' / ''VideoGame/WiiFit'' / ''WiiPlay''''WiiMusic''[[note]]As part of Katsuya Eguchi's ''Wii'' series of games[[/note]] ({{Wii}}, 2008)
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None


* ''VideoGame/DevilWorld'', the only game he designed that [[NoExportForYou did not get an original American release]].
* ''Franchise/DonkeyKong''
* ''VideoGame/{{F-Zero}}''
* ''[[VideoGame/KungFuMaster Kung-Fu]]'' (the NES port)
* ''Franchise/TheLegendOfZelda''
* ''VideoGame/MetroidPrime'' (part of the overall ''{{Metroid}}'' series)
* ''VideoGame/MoleMania''
* ''VideoGame/{{Nintendogs}}''
* ''VideoGame/{{Pikmin}}''
* ''VideoGame/StarFox''
* ''VideoGame/SteelDiver''
* ''Franchise/SuperMarioBros''
* ''VideoGame/WaveRace''

to:

* ''VideoGame/DevilWorld'', the ''VideoGame/DevilWorld''[[note]]The only game he designed that [[NoExportForYou did not get an original American release]].
release]].[[/note]] ({{N|intendoEntertainmentSystem}}ES, 1984)
* ''Franchise/DonkeyKong''
''Franchise/DonkeyKong''[[note]]Credited as being Nintendo's first successful game outside Japan.[[/note]] (Latest installment: ''VideoGame/DonkeyKongCountryTropicalFreeze'', 2014)
* ''VideoGame/{{F-Zero}}''
''VideoGame/{{F-Zero}}'' (Latest installment: ''F-Zero: Climax'' for GameBoyAdvance, 2004)
* ''[[VideoGame/KungFuMaster Kung-Fu]]'' (the Kung-Fu]]''[[note]]Only the NES port)
port[[/note]] ({{N|intendoEntertainmentSystem}}ES, 1985)
* ''Franchise/TheLegendOfZelda''
* ''VideoGame/MetroidPrime'' (part of
''Franchise/TheLegendOfZelda''[[note]]Credited for codifying the overall ActionAdventure genre[[/note]] (Latest installment: ''VideoGame/TheLegendOfZeldaTriForceHeroes, 2015)
* ''[[VideoGame/MetroidPrimeTrilogy Metroid Prime]]''[[note]]Co-creator with Kensuke Tanabe; sub-series of Creator/GunpeiYokoi's
''{{Metroid}}'' series)
series[[/note]] (Latest installment: ''VideoGame/MetroidPrimeFederationForce'', 2016)
* ''VideoGame/MoleMania''
''VideoGame/MoleMania'' (GameBoy, 1996)
* ''VideoGame/{{Nintendogs}}''
''VideoGame/{{Nintendogs}}'' (Latest installment: ''Nintendogs + Cats'' for Nintendo3DS, 2011)
* ''VideoGame/{{Pikmin}}''
''VideoGame/{{Pikmin}}'' (Latest installment: ''Pikmin 3'' for WiiU, 2013)
* ''VideoGame/StarFox''
''VideoGame/StarFox''[[note]]First game to use the "SuperFX" chip, a coprocessor that provided 3D polygon graphics[[/note]] (Latest installment: ''VideoGame/StarFoxZero'', 2016)
* ''VideoGame/SteelDiver''
''VideoGame/SteelDiver'' (Latest installment: ''Steel Driver: Sub Wars'' for Nintendo3DS, 2014)
* ''Franchise/SuperMarioBros''
''Franchise/SuperMarioBros''[[note]]The most successful video game franchise in history.[[/note]] (Latest installment: ''VideoGame/SuperMario3DWorld, 2013)
* ''VideoGame/WaveRace''''VideoGame/WaveRace'' (Latest installment: ''Wave Race: Blue Storm'' for NintendoGameCube, 2001)



Guess that's why [[UsefulNotes/XBox they]] [[UsefulNotes/PlayStation3 broke]] and you're so paid.''

to:

Guess that's why [[UsefulNotes/XBox [[UsefulNotes/XBox360 they]] [[UsefulNotes/PlayStation3 broke]] and you're so paid.''
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Guess that's why [[XBox they]] [[PS3 broke]] and you're so paid.''

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Guess that's why [[XBox [[UsefulNotes/XBox they]] [[PS3 [[UsefulNotes/PlayStation3 broke]] and you're so paid.''
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He's also been awarded a knighthood by the French Ministry of Culture. They must really like Mario.

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He's also been awarded a knighthood by the French Ministry of Culture.Culture, as well as the Spanish Prince of Asturias Award. They must really like Mario.



Guess that's why [[XBox they]] [[PS3 broke]] and you're so paid.''

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Guess that's why [[XBox they]] [[PS3 broke]] and you're so paid.''
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After being influenced by the creations of {{Pac-Man}} and SpaceInvaders, he began his career at Nintendo through his father's connections, becoming the company's first artist. As this was during the point where the company focused on entering the video game market, He was in charge of creating the art for all of Nintendo's early arcade cabinets, including Sheriff and Radar Scope. Radar Scope's failure in the Western market left so many units unsold that Nintendo was on the verge of financial collapse. When President Yamauchi thought to convert the unsold units into an entirely new game, he tasked Miyamoto with the project under GunpeiYokoi's supervision.

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After being influenced by the creations of {{Pac-Man}} ''{{Pac-Man}}'' and SpaceInvaders, ''SpaceInvaders'', he began his career at Nintendo through his father's connections, becoming the company's first artist. As this was during the point where the company focused on entering the video game market, He was in charge of creating the art for all of Nintendo's early arcade cabinets, including Sheriff and Radar Scope. Radar Scope's failure in the Western market left so many units unsold that Nintendo was on the verge of financial collapse. When President Yamauchi thought to convert the unsold units into an entirely new game, he tasked Miyamoto with the project under GunpeiYokoi's supervision.
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After being influenced by the creations of {{Pac-Man}} and SpaceInvaders, he began his career at Nintendo through his father's connections during the point where the company focused on entering the video game market, becoming Nintendo's first artist. He was in charge of creating the art for all of Nintendo's early arcade cabinets, including Sheriff and Radar Scope. Radar Scope's failure in the Western market left so many units unsold that Nintendo was on the verge of financial collapse. When President Yamauchi thought to convert the unsold units into an entirely new game, he tasked Miyamoto with the project under GunpeiYokoi's supervision.

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After being influenced by the creations of {{Pac-Man}} and SpaceInvaders, he began his career at Nintendo through his father's connections connections, becoming the company's first artist. As this was during the point where the company focused on entering the video game market, becoming Nintendo's first artist. He was in charge of creating the art for all of Nintendo's early arcade cabinets, including Sheriff and Radar Scope. Radar Scope's failure in the Western market left so many units unsold that Nintendo was on the verge of financial collapse. When President Yamauchi thought to convert the unsold units into an entirely new game, he tasked Miyamoto with the project under GunpeiYokoi's supervision.
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After being influenced by the creations of {{Pac-Man}} and SpaceInvaders, he began his career at Nintendo through his father's connections during the point where the company focused on entering the video game market, becoming Nintendo's first artist. He was in charge of creating the art for all of Nintendo's early arcade cabinets, including Sheriff and Radar Scope. Radar Scope's failure in the Western market left so many units unsold that Nintendo was on the verge of financial collapse. When President Yamauchi thought to convert the unsold units into an entirely new game, he tasked Miyamoto with the project under GunpeiYokoi's supervision.
Is there an issue? Send a MessageReason:
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His creation of the 1981 arcade game ''VideoGame/DonkeyKong'' was one of the first times video games would have a story that preceded development of the game itself. Since then, he's been so busy with so many fingers in so many pies over the years that competitors and their fans admit that he has given more to the video game industry than just about everyone else, possibly ''combined''. Today he is head of Nintendo's EAD, which is in charge of almost all of its first-party titles and he's had a hand in the development in the {{Wii}} and 3DS.

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His creation of the 1981 arcade game ''VideoGame/DonkeyKong'' was one of the first times video games would have a story that preceded development of the game itself. Since then, he's been so busy with so many fingers in so many pies over the years that competitors and their fans admit that he has given more to the video game industry than just about everyone else, possibly ''combined''. Today he is head of Nintendo's EAD, which is in charge of almost all of its first-party titles and he's had a hand in the development in the {{Wii}} and 3DS.
3DS. Currently, he is the Creative Fellow of Nintendo in 2015 after presidency was given to Tatsumi Kimishima, formerly leaving his position as head of Nintendo's EAD. Despite this, he is still involved with many of EAD's projects including StarFox and {{Pikmin}} and other games.



Once, he was issued a gag order forbidding him from revealing anything he does in his off-time, as he frequently bases his games on his hobbies and Nintendo wants no information leaked about possible future franchises.

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Once, he was issued a gag order forbidding him from revealing anything he does in his off-time, as he frequently bases his games on his hobbies and Nintendo wants no information leaked about possible future franchises.
franchises. He has a hobby in measuring objects, carrying a measuring tape on his person at all times.
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[[IThoughItMeant Do not confuse with]] [[UsefulNotes/MiyamotoMusashi that famed Sengoku swordsman.]]

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[[IThoughItMeant [[IThoughtItMeant Do not confuse with]] [[UsefulNotes/MiyamotoMusashi that famed Sengoku swordsman.]]
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[[IThoughItMeant Do not confuse with]] [[UsefulNotes/MiyamotoMusashi that famed Sengoku swordsman.]]
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[[caption-width-right:242:Shiggy, Shiggy, Shiggy, can't you see? [[TheTetrisEffect Sometimes your games just hypnotize me]].]]

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[[caption-width-right:242:Shiggy, [[caption-width-right:242:[[Music/TheNotoriousBIG Shiggy, Shiggy, Shiggy, can't you see? see?]] [[TheTetrisEffect Sometimes your games just hypnotize me]].]]
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[[HeAlsoDid He also]] mentored Creator/MasahiroSakurai, the creator of ''VideoGame/{{Kirby}}'' and ''VideoGame/SuperSmashBros'', and Satoshi Tajiri, the creator of ''Franchise/{{Pokemon}}''.

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[[HeAlsoDid He also]] mentored Creator/MasahiroSakurai, the creator of ''VideoGame/{{Kirby}}'' and ''VideoGame/SuperSmashBros'', and Satoshi Tajiri, the creator of ''Franchise/{{Pokemon}}''.
''Franchise/{{Pokemon}}''. Incidentally, he's the one who suggested the dual-versions of ''Pokémon'' games, as a way to facilitate [[SocializationBonus trading Pokémon among players]].

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