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Shigeru Miyamoto: A presentation by Alex Le

Nintendo
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Alexander Le

on 29 November 2012

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Transcript of Shigeru Miyamoto: A presentation by Alex Le

Shigeru Miyamoto: A presentation by Alex Le Chapter 1: In the beginning Shigeru Miyamoto was born on Nov. 16, 1952 in Kyoto Japan.
Lived with his grandparents until he was 8
As a boy he loved the wilderness and ventured deep in the forests.
These adventures as a child eventually led him into creating The Legend of Zelda. Youth In 1960 he moved to the United States
He lived with his uncle until he was 17 and went to college.
At school he was a graphics designer for programs including an early prototype for Microsoft Paint which gave him inspiration for Mario Paint (snes).
He did exceptionally well at school until he dropped out of college to work as a programmer Moving to the States The Arcade Era In 1979 he returned to Japan to develop very early coin operated arcade games
The game Sheriff was his first game realeased internationally and did very poor with consumers
In the summer of 1979 Nintendo released Radar Scope.
It was a huge hit in Japan, but still did not do as well as Atari's Pong and Namco's Pac Man.
But he did make one of the very first arcade games to introduce a high scores list. 1981: Donkey Kong Chapter 2 In 1981 Nintendo realeased Donkey Kong
It was an International hit and sold over 5,000,000 units.
Miyamoto directed, composed and designed the arcade machine.
Miyamoto's characters were inspired from fantasy books from his childhood about beauty, beast and a brave warrior.
The game at the time was revolutionary for the time and use of multiple screens was an innovation.
Gave Nintendo fame for the use of the Core Possessor for advanced graphics of the time.
The characters included Donkey Kong, the Princess and Jump Man.
The game would soon spawn many sequels and rip-offs.
The pong machines were soon out of business and Atari was bankrupt. oww... Mario Bros. 1981 After the success of Donkey Kong Miyamoto created two more arcade games in the1980s
In 1982 Nintendo introduced Ice Climber which did not do as well as Donkey Kong.
A year later Nintendo introduced the arcade game named Mario Bros.
Mario Bros. included Jump Man and his brother Luigi.
The game was equally as popular as Donkey Kong and eventually spawned sequels of its own. 2001 Chapter 3 The 8-Bit era The Famicom/ Family ROM Computer (FCR) Since 1983 Miyamoto help develop the Famicom.
Since the early 1980s the Atari 2600 and the Odyssey 200 were the most popular home consoles.
The system was cartridge based with two controllers.
The graphics of this machine were top notch and far superior than that of the Atari system
The Famicom did well with consumers selling over 3 million units in two months.
Out of the 700 games produced for the Famicom, Miyamoto only designed 20 games. no contest... Tank: Activision Mega Man 5: Capcom NES (1985) Other Famicom Products As stated before, it came with two controllers.
Also came with Super Mario Bros. and Duck Hunt.
Zap shooter was for duck hunt
FCR 2 (Family Computer Robot) with Robot Gyro and Blocks.
The use with the zapper was introduced by the Magnavox Odyssey in 1972, but perfected by Nintendo with Duck Hunt.
It was new at the time for one cartidge to feature two games one a shooter and the other a platformer.
The FCR 2 was panned by critics for the whole library of games compatible with it are Robot Gyro and Blocks.
Miyamoto was the designer for the FCR 2 but did not create Robot Gyro, Blocks or Duck Hunt.
The zapper was introduced by Miyamoto for he appealed to the Magnavox's light gun, but changed the design to avoid criticism given for the Odyseey's realistic rifle. Super Mario Bros. 1984-1985 His first appearance was in the arcade smash Donkey Kong.
His original name was Jump Man, but Miyamoto changed to Mario for the silly name.
Miyamoto partnered up with music composer Koji Kondo for the famous Super Mario Bros theme.
Miyamoto intended Mario's brother Luigi and just let Mario stay with the Donkey Kong franchise, but was changed last minute.
The game revolutionized platformers and sold over 5,000,000 copies alone.
Since then Mario has become Nintendo's mascot. In late 1984 Miyamoto returned to America to produce the NES.
The American software team was amateur and inexperienced.
It took a year to build and was very different from the Japanese Famicom.
The NES graphics were less polished because Miyamoto and his partner were the only experts.
The NES was gray and white where as the Famicom was red and tan.
The cartridges were gray and were shaped like squares where as the Famicom had rectangular cartridges.
The controllers were the same and came with Mario, Duck hunt and the zapper
The robot was named ROB (robotic operating buddy) and the games were renamed to Gyromite and Stack-up.
Miyamoto remained in the States to bring his arcade creations to the NES. The NES: 1985 1987 The Legend of Zelda In 1987 Miyamoto introduced the Legend of Zelda.
The gameplay was unheard of and perfected nonlinear gameplay.
Considered a, "masterpiece."
Miyamoto got inspiration from his youth of exploring the woods.
Later made Zelda 2: The Adventure of Link
The game was panned by fans for the difficulty and side-scrolling gameplay. 10/10 8/10 Chapter 4 The 16-bit era The SNES: 1991 1990 Considered to be the greatest NES and Famicom game ever made.
Gained Miyamoto international fame.
Ranks #2 for the world's greatest games.
NES was at the height of its popularity
This game was planned since 1986 taking four years to develop
Koji Kondo did not compose the music, but it was Nobou Umatesu who would later compose the music for Final Fantasy.
One of the very first NES games to use the 2.0 chip, a sound device to record real instruments onto games. Super Mario Bros. 3 Miyamoto looked at the SEGA: Genesis for its detailed graphics, but bad sound.
He wanted consumers to see expressions in their characters with better sound.
Miyamoto focused on the SNES while Hirinobu Sakagushi worked on the Super Famicom.
The design went through many changes, but eventually Miyamoto stuck with his original design.
The graphics were close to arcade games with superior sound, character faces were detailed and and clear.
Miyamoto only worked on two games for the SNES putting arcade games in SNES format.
The system was again cartridge based with smaller cartridges. 1991 In 1991 the opening game for the SNES.
Included larger overworld.
Worked with Koji Kondo for music composition
Best selling SNES game.
Miyamoto learned from his mistakes for Zelda 2 and changed this to be more like the first game.
The story remained the same and became an instant hit selling over 3,000,000 copies.
Miyamoto did not take the role as director for this game while his partner Hirinobu Sakagushi took the role as director and later left Nintendo to develop Final Fantasy with Squaresoft 1991 Super Mario World: 1992 Miyamoto's final SNES game.
It combines the best of the first and third Mario games
The game was very popular and sold 3,000,000 copies.
Introduced Yoshi and Luigi as a playable character.
Miyamoto also did not direct this time for it was Eiji Aurnoma the creator of Metroid.
Miyamoto and Koji Kondo both did the music composition
with some of the best tracks on SNES Chapter 5: the 3D Age 1983 Late 1983 Nintendo introduced Double Dragon
The games graphics were stunning for the time
The story remained the same as in Donkey Kong
Miyamoto originally put Jump Man and Luigi as the main characters, but the idea was quickly scratched. 1992 Nintendo 64 (N64) 1996 In 1996 Miyamoto help develop the Nintendo 64.
Miyamoto wanted to feel the world of 3D for Mario and Zelda.
With the success of the SONY: Playstation Nintendo worked on the console.
It was a huge disappointment to consumers because the system was cartridge based where as the Playstation was CD based and that meant more memory on games.
The console did not do well against the Playstation and the SEGA: Dreamcast
Miyamoto saw how unsuccessful the N64 was so he tried to bring consumers back by releasing the Virtual Boy. Miyamoto saw how consumers were backing away from the N64 , so he made the Virtual Boy.
The Virtual Boy was a 32-bit system using 3D.
After the success of the gameboy Nintendo thought this would he a huge hit.
Well, it wasn't, the thing was a huge disappointment and embarrassed Nintendo.
The console was heavy and causes eye strain
The graphics were red and back and the 3D was horrible. The Virtual Boy (1996) 1996 In 1996 the beloved plumber would be from his 2D roots into full 3D.
Miyamoto saw that many people were skeptical of how a 2D platformer would transition into 3D.
Peoples' expectations were blown away.
Consumers were so satisfied and the game sold over 4,000,000 copies.
Miyamoto originally put in the camera in 2D but used intelligent camera system using the c buttons.
Miyamoto used non-linear gameplay with a stage select.
A great starter game for the N64 Super Mario 64 (1996) 9.5/10 9.8/10 1998 Game took 6 years to develop.
Miyamoto worked on a BETA prototype but was scratched away and completely redone for another two years.
Used a 16 MB cartridge space, largest it has ever been in the N64 to fit the large land and immerse textures.
Included a huge overworld and memorable characters.
Koji Kondo and Miyamoto both worked on the beautiful compositions.
Miyamoto intended the game to be similar to Mario 64 with the stage select and automatic camera.
Instead he used automatic jumping, camera pan behind, and RPG like stats. The Legend of Zelda: Ocarina of Time used to control camera Jump Button walk, run, swim Pause Attack Does Nothing... Success of Ocarina of Time Besides of near perfect controls and gameplay, the game was praised by critics getting 10/10 average.
Miyamoto was so proud of this game, he rerealeased the game on the Game Cube, Wii, and 3DS
Often referred as the greatest game ever made.
Miyamoto later began working on a direct sequel.
In total the game has over 100 programmers, more than any other game and gave the N64 popularity over the Playstation
Ocarina of Time pushed the limit on the N64 hardware with the some of the best graphics shown on N64 almost beating the Playstation.
The game was so hyped that those who pre-ordered got a gold cartridge now worth $300 today.
The game was the first game ever to utilize a fully rendered background and textures without loading time at all. While the game recieved posotive reviews, Miyamoto would soon get complaints on the game.
One of them was the use of religious symbols most notably the use of the Muslim icon.
Another was the Fire Temple music which was a Muslim chant to Allah (God) which offended the Muslim community.
Also the use of blood was toned down in re-realeases for it shows the character impaling the villan with a sword.
Also the Shadow Temple was shaped like a Nazi Swashsticker
Miyamoto's response was that the Muslim symbols and music fit the environment well, but these were changed in later versions. Controvery over Ocarina of Time Muslim symbol Revised symbol The Legend of Zelda: Majora's Mask Shigeru Miyamoto was so satisfied with Ocarina of Time, he released Majora's Mask for the N64
The game only took 18 months where as Ocarina of time took 6 years.
The staff only held 30 people where as Ocarina of Time had 100 people.
Koji Kondo left Nintendo, so Nobou Uematsu came to fill in
The game had mixed reviews.
The story did not follow well and was bland.
The game used the same engine so the graphics were similar except for some details that are shown much better.
The game's concept was to collect masks.
In total you must collect 45 masks in the game.
Miyamoto used the idea of collecting masks from a poem he wrote in his youth.
This was considered a weaker sequel like Zelda 2 that did not follow what we loved from the original game. Story of Majora's Mask In September of 2000 Miyamoto's uncle, and sister were killed in a car accident.
These events would evantually lead him into creating the game based on death, sacrifice and healing
The story involves the character Link saving the land of Termina from the moon crashing down and destroying everything in three days.
This was unheard of and panned by fans of the previous game.
The music was dark, deep and fit the game well
The gameplay also involved time travel when the character and relive the same three days.
Miyamoto greived his uncle and sister and created this moving song when you fail saving Termina. Sony wins! Birth of X-Box?! Gamecube is terrible Chapter 6 Fall of Nintendo MAMA MIA! At E3 2001 Shigeru Miyamoto confimed his retirement from Nintendo.
Nintendo begged for his to stay, but he refused.
Miyamoto had little hope for Nintendo when he left and disapproved the Gamecube.
He returned to Kyoto and lived alone.
Since then Nintendo was in deep financial trouble with Phillips and almost went bankrupt.
Soon Nintendo would be at the bottom of the console war.
The Gamecube did poor and did horrible against competition.
During retirement he did not direct any other games, but he did supervise and design them. Retirement Competition In 2001 SONY created the Playstation 2 it did very well and the graphics were extraordinary.
The X-Box was introduced in 2001 and showed the Gamecube and Playstation true graphics and sound.
The X-Box was the first console to introduce online play, a staple in gaming.
The Playstation 2 won console of the year with 5 games winning game of the year. Chapter 7 Present Day AHH!! oh no! 2006 The Legend of Zelda: Twilight Princess Although Miyamoto did not work on the Nintendo Wii he did direct some of Twilight Princess.
Miyamoto's friend Eiji Aonuma took the role as director and Miyamoto took the role as producer.
Koji Kondo also did some of the music composition with Miyamoto's review.
The game did well and used the Wii remote technology well with accurate precision.
The game was much like Ocarina of Time and shared the same dark feel of Majora's Mask. Super Mario Galaxy: 2007 Miyamoto one again did not take the role as director for it was Hiroso Tasheki that took the role.
Miyamoto was a supervisor and worked on the concept art for Galaxy.
Miyamoto wanted to feel a colorful immerse land each galaxy was different.
The design took over a year to finish with a crew of 90 people.
The game was great and averaged 10/10 with many game companies.
Miyamoto would have credit as general producer.
The original idea was made up back in 1995 by Miyamoto's vision was of having a sequel to Mario 64 be like this.
Hiroso Tasheki would soon leave Nintendo and develop Final Fantasy XIII and Final Fantasy XIII-2 with Squaresoft.
Miyamoto would not direct or supervise another Mario game until 2012 and focused on Zelda and F-Zero. 2006 2007-2008 In late 2007 Miyamoto reunited with his good friend Hirinobu Sakagushi to remake one of the greatest games ever made
The original game was spectacular and the highlight of the Playstation in 1997
Miyamoto went to left Nintendo temporarily and went to Squaresoft to remake the most successful Final Fantasy games.
He worked with Koji Kondo and Nobou Uematsu two great music composers and completely remade the songs into full a orchestrated soundtrack only two games in history have done that, the other was The Legend of Zelda: Skyward Sword.
The visual style and art remained the same, but graphics were smooth and clean and sound was much better.
The Musical Orchestra was so popular that they evetually went to tour to 12 different countries.
The games length was increased with more side plots; in total the game was 90 hours long. Final Fantasy VII: 2007-2008 The two great masters in gaming admired each other by their own games in 1997-1998
Shigeru Miyamoto enjoyed the RPG and real-time game play of Final Fantasy VII and the beautiful compositions of Nobou Uematsu.
Hirinobu Sakaguchi was very impressed by the huge overworld, detailed dungeons and beautiful compositions by Koji Kondo and Miyamoto in Ocarina of Time.
Miyamoto used some of the plot and characteristics of Final Fantasy VII and used some in Ocarina of Time like awakening the sages in Ocarina where as you must awaken the spirits in Final Fantasy.
He appealed into remaking Final Fantasy by taking some Ocarina of Time elements into it.
Miyamoto suggested a manga like art to fit the Japanese world. Miyamoto and Final Fantasy VII Trouble with Nintendo Nintendo was outraged when Miyamoto and Koji Kondo worked with Squaresoft.
Soon Miyamoto and Koji Kondo would be banned from Nintendo until 2011.
Miyamoto did not apologize and quickly lost the right to Zelda and Mario and was given to Eiji Aonuma.
However the last 20 Nintendo games were flops and sold poorly.
Miyamoto and Koji Kondo would continue to work with Squaresoft.
And the games developed by Squaresoft with Miyamoto and Skakguchi would be successes and win game of the year for three years. 2011 The latest game by Miyamoto.
After Nintendo begged for him to help develop Skyward Sword he agreed, but still did not get the right for Zelda and Mario.
Miyamoto was very impressed by the Wii motion plus and found it very accurate.
The game started development in 2006, but was interrupted and stop production.
Koji Kondo suggested a full orchestrated soundtrack and was eventually done.
The orchestra was not as large as Final Fantasy VII, but included some great tracks.
Hirinobu Sakaguchi helped with programming and the visual style into a more cell shaded look over than the real dark look of Twilight Princess.
Miyamoto also used the factor of stamina and weapon energy to make a realistic battle.
Also he borrowed the ability to steal powers from Mega Man and Kirby. The Legend of Zelda: Skyward Sword Skyward Sword: Reception and Controls Miyamoto's worked as supervisor and his vision was motion control.
Many people were skeptical about the accuracy of motion control.
Eventually it was satisfying, the control was very accurate and very fluent.
The game got 10/10 average and considered the greatest gaming achievement since Ocarina of Time.
It won game of the year and Miyamoto the award for best game designer and director.
Some consider it the best game of all time, but I consider Ocarina of Time far superior. Twilight Princess (2006) Skyward Sword (2011) Twilght Princess had more of a darker more realistic feel to it where as Skyward Sword had a more cartoon like feel with cell shaded graphics. Many fans enjoyed the cell shaded graphics and wew the best shown on Wii. Chapter 8 Conclusion and Other Games ?! 1998 Comparison between Ocarina of Time and Majora's Mask While the games were good to certain extent, fans felt hurt that the sequel to a nearly perfect game did not impress.
While working on Majora's Mask Miyamoto knew that he could not make another game that could top Ocarina of Time so he made a brand new game with a brand new concept.
Ocarina of Time nearly perfected the adventure RPG genre while Majora's Mask focused more of time.
Ocarina of Time focused more on story and less with side-quests and detail to the map.
Majora's Mask focused more on side-quests and detail and used less story.
Ocarina of Time in total was 60 hours long
Majoras Mask was 35 hours long to complete.
The sales of Ocarina of Time was 2.5 million copies.
Majora's Mask sold 4 million copies.
Ocarina of Time had a more heroic and cliche story.
Majora's Mask had a apocalyptic story with death and a sad ending.
Ocarina of Time averaged 10/10 score.
Majoras Mask averaged 9/10 Although Miyamoto put most of his focus into Zelda and Mario he did work on other games, but did not direct, compose, or produce.
Many other game companies such as Rare, Tradewest and SEGA would ask for his help, and Miyamoto was always willing to help.
Miyamoto in total was worked on 70+ games for Nintendo alone.
Here are some other games he helped in the making. Other Games by Miyamoto Final Fantasy V, VI, VIII In total Miyamoto has worked on three Final Fantasy games.
5-7 were the most successful among the series.
Even though this angered Nintendo he still wanted to help his good friend Hirinobu Sakaguchi.
He composed 15 track in total for the series thirteen of them are compositions for Final Fantasy VI Star Fox 64 Miyamoto's rival Fuigioso Totaka needed help with the latest Star Fox game in 1997.
Miyamoto designed the game with the best graphics shown on the N64 rivaling the Playstation.
It was also the first N64 game to feature voice acting. 1989-1993 F-Zero 1997 1995 With the success of Super Mario Kart, Totaka wanted to create a more mature and fast-pace racer.
Miyamoto created the visiual design and the title theme for the game.
The game was developed way back in 1989, but was unfinished and forgotten until Miyamoto found the files sitting around in his office. The END Special Thanks to... DJ Biersack for the Prezi Training Shigeru Miyamoto for the great games Nintendo for the great consoles Squaresoft for the Final Fantasy
and Mario RPG games A presentation by Alexander Le Thanks for watching...
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