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00:00Ready? Ready.
00:01Three, two, one.
00:03Let's rock and roll. Go.
00:08He's behind some of the most famous faces in gaming history.
00:13Well, obviously, he's created a lot of iconic characters.
00:16I grew up on Miyamoto-san's games.
00:18And wouldn't take no for an answer.
00:20He's not afraid to kind of put his foot out there and say,
00:24I'm gonna do it this way if you don't like it. Too bad.
00:27Fine, then.
00:30I think he's a madman, but he's great.
00:33But he is crazy.
00:35For Shigeru Miyamoto, games were his destiny.
00:43Ever since I was a kid, I've always wanted to create things
00:46that would shock or surprise or bring enjoyment to people.
00:50This unlikely superstar was recognized by Hollywood royalty.
00:56Just by chance, George Lucas happened to be there.
00:58And he saw me and he called me into his room.
01:01He gambled.
01:06There were people in Nintendo that were really thinking that the numbers weren't as strong.
01:14And one.
01:16Oh!
01:17It is!
01:17Snuck out!
01:18Way to go!
01:19We made it!
01:20He's a pioneer.
01:21I mean, everything he does is pushes the envelope.
01:24This is the story of one of the most prolific figures of our time, Shigeru Miyamoto.
01:30Woo-hoo!
01:33Woo-hoo!
01:53Shigeru Miyamoto is born in Kyoto, Japan.
01:57With a more than active imagination.
02:02He was quoted as saying, when I was a child, I did nothing but draw cartoons and manufacture puppets.
02:11I had, in elementary school, done a lot of making my own puppets and doing puppet shows.
02:16But then, as I grew up and got into middle school, that was when I really got interested in drawing
02:21comic books.
02:22His yearning to create led to some very unusual thoughts.
02:26I did think that it would be nice if I could be in a condition where all I had to
02:30do, or all I really could do, was draw comic strips.
02:32And so I thought if I could have some kind of illness where I didn't feel any pain or have
02:36any trouble,
02:37but still had to be in the hospital all day and draw comic books, that would be great.
02:42Nobody else would, would that sound like a normal sentence, but coming from him, it just seems to click.
02:48By age 11, Miyamoto becomes obsessed with heroic characters.
02:55Well, actually, it was on TV where I would see a lot of the puppet shows, and that was where
03:00I had gotten the influence to do that.
03:01So that was actually kind of a more earlier thing than getting the TV and getting the interest in the
03:06superheroes.
03:08He goes on to attend Kanazawa College of Industrial Arts and Crafts, taking up the banjo and bluegrass.
03:17But he spends most of his time sketching and listening to music.
03:23After graduating in 1977, Miyamoto is hired as Nintendo's first industrial designer.
03:32Nintendo is better known for manufacturing a variety of goods, from playing cards to toys.
03:41I mean, even when I first entered the company, it was really my goal to design and ultimately sell these
03:47products, really toys that I was interested in.
03:52Miyamoto begins designing board games and packaging for toys.
03:56Impressed with his young upstart, Nintendo chairman Hiroshi Yamauchi reassigns Miyamoto to a team working on computer games.
04:04By 1980, a wave of arcade games flood the American market.
04:08Asteroids, Space Invaders, and of course, Pac-Man develop a fanatical following.
04:14Hoping to capitalize on the wave, Nintendo releases Radar Scope, their first arcade game.
04:20But the games fail to capture an audience.
04:23Desperate for a hit, Yamauchi asks Miyamoto to design a video game using a popular character who loves to eat
04:29spinach.
04:32We began development on that game originally with the idea of using Popeye.
04:37Nintendo negotiates with King features to use the Popeye comic as a video game.
04:42But the Popeye license falls through.
04:45And Miyamoto looks to his past for inspiration.
04:48Going into the mountains and playing in the mountains as a kid and finding caves and whatnot and that sort
04:54of exploration, too, really lingered in my memory.
04:57And so later on in life, when I did start making video games, it kind of came back into play
05:02in my imagination.
05:03You know, he's a kid at heart. You can kind of see that.
05:08Ever since I was a kid, I've always wanted to create things that would shock or surprise or bring enjoyment
05:13to people.
05:15He finds exactly that in a goofy gorilla.
05:19Of course, the gorilla would need a keeper in the form of a carpenter.
05:24Miyamoto goes to the drawing board.
05:29So Mario then became really the perfect game for kind of this jumping around and active expression.
05:36And just the motion on screen really became the best game for that type of action.
05:41All he needs now is a name.
05:44Kong suggests gorilla who is donkey stubborn.
05:47They combine the words and name the game Donkey Kong.
05:56To me, Donkey Kong holds a very precious place for me because that was really the first time where I
06:02was recognized for my work in game design.
06:06And unlike its predecessors, Donkey Kong is the first character based arcade game.
06:11His style is mostly visual. It's always cute. It's always colorful. It's always a little wacky.
06:16These wacky characters need a story to rescue your girlfriend from the King Kong like gorilla.
06:23A dramatic change from the shooting and tennis style games of the past.
06:28I mean, up to that point, video games had been designed mostly by technical people.
06:33And it was really the first time that a designer had actually created a game and been recognized for that
06:38work.
06:39In 1981, Donkey Kong is ready for shipment overseas.
06:44But not everyone is thrilled with the final product.
06:48These games were sent over. They were in the arcades and nobody knew quite what to do with them.
06:53And, you know, it was put into one kind of arcade location and it did very well.
07:00More and more people were playing and quickly we realized in America that we had a hit.
07:05And he's not afraid to kind of put his foot out there and say, I'm going to do it this
07:10way if you don't like it.
07:11Too bad. And most people need to love it.
07:14And they do.
07:16Donkey Kong hits American shores and becomes a smash success for Nintendo.
07:21But by 1982, the arcade business hits a slump.
07:26There's a lot of product out there. It wasn't selling.
07:28Retailers didn't want to, you know, get into video games anymore.
07:32That quickly changes, however, with the debut of the Atari home console.
07:36Nintendo is not far behind with their own home console, the NES.
07:40Yamauchi turns to his young prodigy to create another game.
07:44So Miyamoto gets creative.
07:45He takes a B player and makes him the lead.
07:49And then here's this little Nintendo Entertainment System coming over for Japan.
07:52And this character, you know, Mario, you know, what was this about?
07:59This time, it's all about Mario.
08:02Super Mario Brothers is released in 1985 and instantly becomes a hit with audiences.
08:09It was a soft launch in New York at the time and it did phenomenally well.
08:14Mario is very expressive in terms of his action.
08:17And he jumps and he runs.
08:18And that's something that children do and they're very expressive in terms of how they move and act.
08:25The unfolding passageways of the game were influenced once again by Miyamoto's childhood.
08:30And I remember growing up and reading an interview with him and saying how he rode his bike to work.
08:36And he drew upon his childhood for inspiration when he'd roam the countryside and explore caves and everything.
08:43Mario's subterranean world is a reminder of the cool caves he explored as a boy.
08:50That sort of exploration too really lingered in my memory.
08:53And so later on in life, when I did start making video games, it kind of came back into play
08:59in my imagination.
09:01Miyamoto includes magic mushrooms, warp zones, and invisible doorways.
09:11Mario is an international hit but he wouldn't be the only character to lead Miyamoto and Nintendo into the record
09:19books.
09:30Super Mario is a smash hit and a revolution in gaming.
09:35By creating worlds for players to explore and hidden elements to discover, the game sets the standard for all future
09:41home consoles.
09:43Fun.
09:44I mean, that's what it all boils down to.
09:47He somehow knows how to make a game with really tight controls, very compelling to play, challenging enough that you're
09:53going to be playing it for a while.
09:54It's always a little wacky. You've got trees walking around and flowers smiling.
09:58But, you know, it's fun and he makes it all come together quite nicely.
10:02And usually just cute enough and just cool enough to pull in every audience.
10:06By 1987, Super Mario Brothers sells a staggering 27 million units.
10:13Mario becomes one of the most beloved game characters, spawning endless merchandise and even a film.
10:19And even Miyamoto is surprised by the success.
10:26I realized that, you know, this wasn't just, you know, how good the game was, there was something more at
10:30work there.
10:30And sometimes I wonder if it wasn't just, you know, intervention from up above.
10:34And all of a sudden, video games were back on top and it's all thanks to Mario Brothers.
10:39And here was a game that featured a character. It was different. It was an adventure game.
10:42Something people hadn't seen before.
10:45And, you know, it went on to be, you know, probably the top selling video game of all time.
10:49It was that original Mario Brothers game.
10:52Mario was, of course, the first game to become a really huge hit all around the world and generate lots
10:58and lots of fans.
11:00Propelled by Mario's success, Nintendo becomes the most profitable company in Japan.
11:06And reportedly gathers fans like Steven Spielberg and George Lucas.
11:12There was one instance where I was visiting Skywalker Ranch and just by chance George Lucas happened to be there.
11:20And he saw me and he called me into his room and we were able to meet them.
11:26Despite worldwide success, Miyamoto remains humble.
11:31You know, I think really success isn't something that comes just from your own efforts.
11:37I think he recognizes that you can't do it all alone.
11:40While he has been responsible for many games, you know, he has a very strong team behind him.
11:46In fact, Miyamoto still makes a manager's salary.
11:50A far cry from the millions one would think.
11:54I still believe I am a member of a team.
12:00Good luck.
12:03The directors and assistants that I've worked with over the years that are now coming to the forefront and working
12:08on their own games
12:09and also really value the input and the strengths of working as a team.
12:15For Mr. Miyamoto, he just has, you know, wonderful freedom working at Nintendo.
12:19The ability to create these games that he wants to create.
12:23And, you know, that's what he is. He's a creator.
12:25He wants to be able to have the freedom to do that.
12:28And Nintendo has been able to grant him that freedom.
12:33We've worked together this whole time and remained very loyal to each other.
12:37And I think that's a very, very important part of our team.
12:45This team player still lives in a modest house in Kyoto with his wife and two children.
12:50And still plays a little bluegrass.
12:55I still play guitar quite a bit, but the banjo requires a lot of technique.
12:59So I'll pick it up once in a while and play, but not as much as I used to.
13:03Dad puts his foot down when it comes to his own kids.
13:07We do limit how much time we let the kids play video games.
13:11I actually think it's more important for them to experience a lot of different things
13:15and open themselves up to different experiences.
13:17So I'm putting a lot more emphasis on that now.
13:22With a string of hits, the pressure is on Miyamoto to come up with original characters.
13:33Once you have a success, you want to be able to repeat that and to continue to be innovative.
13:38And unfortunately, Mr. Miyamoto has an incredibly creative mind.
13:44And Mr. Miyamoto responds.
13:47Miyamoto adds another unforgettable character to his roster.
13:53For Zelda, really, it was kind of this idea of exploring a maze and really getting lost as you're having
13:59an adventure.
14:00Where the start for that game came from.
14:03The more that I remembered my experience as a child in exploring the caves,
14:06and that I began to pile those experiences on top of it to kind of help with the expression and
14:11the expressive qualities of the game.
14:13The Legend of Zelda for the NES also sets records.
14:18Really, that was the first time that something like a Japanese RPG game, a role-playing game, sold very well
14:25overseas and became a huge international hit.
14:29September 1996, Nintendo 64 debuts and follows the extraordinary success of the Super NES system released in 1991.
14:38Truly a revolution in game development, the console allows players to change their point of view.
14:44The result is a game that acts more like an interactive cartoon.
14:47The Nintendo 64 was really, at long last, the system where we could truly create games and worlds in three
14:54dimensions.
14:56Miyamoto designs the Nintendo 64 flagship title, Super Mario 64.
15:02This takes the world's favorite plumber and puts him in an epic 3D environment.
15:06You could actually make Mario run, skip, jump, somersault all around, and you could do that for an hour and
15:13just have fun with it.
15:15In just three months, Mario sells more than two million copies of his game in the United States alone.
15:23With the success of Donkey Kong, Mario, and now Zelda, Miyamoto is responsible for creating three powerhouse franchises for Nintendo.
15:38Having Mr. Miyamoto be a part of Nintendo has been critical to Nintendo's success.
15:43And it's because of what Mr. Miyamoto has done himself with his games, but also what he has been able
15:48to impart on other developers within our company and other developers we work with.
15:54One of those collaborations is revolutionary. Miyamoto teams up with developers Argonite.
16:01Not only was the first 3D game on a video game console, but also they let us design a 3D
16:08chip, which was the world's first graphics accelerator.
16:12Argonite develops a special FX chip for the Nintendo cartridges, enabling a true 3D experience.
16:20It became known as the Super FX chip, although during development it was co-named the Mario chip.
16:25The result is Star Fox, a space shooter game. And once again, Miyamoto scores big and consistently raises the bar.
16:33He is known worldwide as one of the very best video game designers.
16:39Oh yes, Shigeru Miyamoto has graced Nintendo with innovative games and adorable little characters.
16:47But another endeavor would prove that Miyamoto is along for the whole ride.
17:04By 1998, Miyamoto is heralded as a legend in his own time.
17:09His quest for great games continues with the release of a game that mirrors our favorite fairy tales.
17:23Legend of Zelda, the Ocarina of Time.
17:26Miyamoto enlists a team of more than 100 programmers, designers and artists.
17:35He's a pioneer. I mean, everything he does is...
17:40Pushes the envelope. It's something new. It's something original.
17:43The pushing pays off when the latest Zelda game becomes one of the fastest selling games in Nintendo history.
17:50Obviously, he's created a lot of iconic characters. I mean, you can almost equate him to Walt Disney in the
17:56world of video games.
18:01And Miyamoto is honored by his peers as the first recipient of the Lifetime Achievement Award from the Academy of
18:08Interactive Arts and Sciences.
18:10I mean, the lasting impressions that he made are probably the single most influential video game maker in history.
18:19In 2001, the next installment of Nintendo consoles is released, the GameCube.
18:25But with intense competition from PlayStation and Xbox, can Nintendo really compete?
18:32I think the Nintendo, quite frankly, was a little ill-prepared.
18:37They had a system in Japan they had to worry about.
18:40It's true that in Japan when it launched, the initial sales figures were maybe a little bit slower than we
18:46had initially expected.
18:47I really think Microsoft came in and kind of like kicked a little butt because, you know, they got more
18:52systems out there, more software out there, and consequently sold a lot more because of it.
18:59By the time we got to the end of the year, it had pretty much sold what we expected, and
19:04essentially we still had trouble meeting demand.
19:07Miyamoto shrugs off the competition.
19:10Rather than thinking about the competition between the hardware, really for me a more important topic is thinking about the
19:16games I've made in the past, and what games I'm going to make in the future, and how I can
19:20find new ways to bring enjoyment and entertainment to the user.
19:25Nintendo's known throughout the video game industry.
19:31Miyamoto has had his hand in over 60 Nintendo titles, with new characters.
19:3510, 80 Euh!
19:46Weave Breaks!
19:49Wafe!
19:52Wafe!
19:57Wafe!
19:58Wafe!
19:58Wafe!
20:12And breathing new life into old favourites.
20:20Mario Tennis!
20:43Nintendo is a company that thinks very seriously about entertainment.
20:48And if entertainment were ever to go away...
20:52...Nintendo as a company would go away.
20:54But Miyamoto has no plans of going anywhere.
20:58He definitely and will always be involved in the game development process.
21:03He has broadened his reach a little bit.
21:10So lately I've taken on a lot of more managerial style roles within Nintendo.
21:16And it's kept me quite busy.
21:18But at the same time, I'm definitely interested in continuing to work on games.
21:22And I will continue to work on games.
21:23I think in the future, it's going to be a lot more of him sort of pushing the boundary.
21:34So in the very near future, we will be seeing new titles.
21:41You know, Mario Sunshine, that holds some promise.
21:48My idea behind Mario is that he's this kind of funny old guy who for some reason always appears in
21:53the latest, greatest thing at the cutting edge of technology.
21:57Definitely the new Zelda is going to be amazing.
22:02We're not trying to create the things that people are expecting.
22:05We're trying to create the things that people never expect.
22:23Ladies and gentlemen, please welcome Nintendo's own Shigeru Miyamoto.
22:30So Shigeru Miyamoto has proved to be a man of ethics and innovation.
22:34But more importantly, he refuses to grow up.
22:38In many ways, he's one of the true pioneers, not only a great game design, but of infusing entertaining character
22:46into his characters.
22:48Which is something that today, our industry still has a lot to learn about.
22:54This is the year that our leading characters really go to work with a number of new titles.
23:00So here I'm going to play a little bit more with our latest title.
23:03But beyond anybody else, I still think Nintendo will be at the forefront there.
23:05So let's play a little bit.
23:10He's pretty much a genius.
23:12I mean, he's it, man.
23:19Miyamoto is obviously, you know, most of the console industry stands on his back in terms of history.
23:27Mr. Miyamoto has an incredible mind.
23:29He's very creative.
23:30It's infectious.
23:35Here is this man who has created some of the most endearing video games.
23:40I hope you're all looking forward to Mario's latest adventure.
23:48Good choice!
23:53I had absolutely no idea that things would get this big.
23:57I couldn't even imagine it.
24:01Okay!
24:07These are network IDs, and if he could look directly into the camera,
24:11and the first one would be watch what you play.
24:16Watch what you play.
24:19Watch what you play.
24:22Watch you what play.
24:24Watch what you play.
24:26Watch what you play.
24:28So, say.
24:29One more time.
24:33Watch what you play.
24:35Perfect.
24:36Thank you so much.
24:39Yeah, all right.
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