Chapter 339: The First Meeting of Fate and the Myth of Miyamoto
At the same time, Yokoi was also a pioneer in Nintendo's production of video games, from the initial simple imitation of others to the later establishment of the self-creation idea of "short, small, light, and thin" (the idea of "short, small, light, thin" was recently reproposed by Pu Yamauchi, indirectly proving the truth of the cyclical evolution of the world), Yokoi is the founder of Nintendo's entry into the field of video games.
During the three years from 1977 to 80, Shigeru Miyamoto learned a lot from his predecessor Gunpei Yokoi, which was enough to affect his life, especially before 1985, when he made games, which can be regarded as an extension of Yokoi's thinking.
Since most of Nintendo's products were related to machinery at that time, Yokoi arranged for Miyamoto Shigeru to do sporadic errands such as the exterior decoration of the arcade machine, but due to Miyamoto Shigeru's clever combination of colors and patterns, Nintendo's arcade machines produced at that time were very popular, and Taito was the largest customer at that time.
In 1997, when Taito was on the verge of collapse, Nintendo accidentally injected a large amount of money to buy about 19.3% of the company's shares, becoming the second largest shareholder, and let Taito operate completely independently in terms of management, which was seen as a move against Nintendo's business rules.
The move can be traced back to the close collaboration between the two companies in the early days of the video game industry, with Nintendo's first arcade game, Space Warriors, almost a complete clone of Taito's monumental masterpiece Space Invaders.
Shigeru Miyamoto seems destined to be associated with video games, and at the same time seems to have been born for games.
In 1980, Minoru Arakawa, president of NOA (Nintendo of America), urgently requested the development of the latest arcade products due to a large number of unsalable old products. In the video game industry in Japan and the United States at the time, there was no clear division of hardware and software product development, and the hardware manufacturing team was often responsible for the design of software at the same time.
Yokoi proposed that a full-time software development department should be set up, and Yamauchi agreed, focusing on Shigeru Miyamoto, the only idler in the company.
Shigeru Miyamoto, who was trying his skills for the first time, decided to use Gunpei Yokoi's "Popeye Bopai" developed for GAME &ATCH as a model, and set the scene in the game in the ruins of the factory according to Yokoi's suggestion, Shigeru Miyamoto made jumping the most critical action skill in the game, and the comfortable operation was regarded as the key task of game development.
The layout layout was also painstakingly distributed, and the originality added elements of high and low differences and enemy inducements, and Yokoi, who often came to the work site to inspect the progress, was very appreciative of Miyamoto's vision.
Just as the development work was getting better, the frustrating news came that the copyright negotiations of "Popeye Bo Pai" were stranded, and Miyamoto Shigeru had to redesign the script, the villain Bruno became the orangutan Donkey Kong, the heroine Olivia was changed to Corilla, and Bo Pai was changed to a comical image of a red hat, blue overalls and a mustache, Miyamoto Shigeru originally named this character "deogame", and later changed to Mario by NOA members.
The background music of this game was also produced and recorded by Shigeru Miyamoto himself, and in 1997, he was selected by IGN as one of the top 100 immortal game songs.
Shigeru Miyamoto's pioneering masterpiece "Donkey Kong" was first released in the island country at the end of the 80s, but the result was a complete failure, and thousands of machines were sold before being put into the cold palace. But there is an old saying that the flowers bloom inside the wall and the fragrance outside the wall, as if God is helping Miyamoto, as the so-called east side is not lit and the west side is bright, the arcade machine landed in North America the following year, but it was a great success, with a cumulative sales of more than 60,000 units, creating a profit of about 120 million US dollars for NOA.
The failure of Donkey Kong was a major blow to Shigeru Miyamoto (the game's overseas glory was still a year later), and the entire Nintendo community, including Gunhei Yokoi, was skeptical of his abilities.
Only Yamauchi Pu thought that Shigeru Miyamoto had more potential to be tapped, and the GAME &ATCH department was in urgent need of manpower, so he was transferred directly to the first development department of Yokoi.
Shigeru Miyamoto, who was responsible for the development of Popeye, conducted a comprehensive analysis of the failure of Donkey Kong, and found that controlling the pace of the game's flow was the key to success or failure.
The concept of props is designed in the game, and when Bo Pai is in a desperate situation, he suddenly enters an invincible state after eating canned spinach, which can greatly stimulate the player's desire to challenge.
"Popeye Bopai" has finally gained wide recognition in the island market, and has sold nearly 4 million copies to become the most successful game software of GAME&ATCH, and even Yokoi has to be impressed by this younger generation.
Since then, Shigeru Miyamoto seems to have fully found the feeling of making games, and almost all of the games he participated in the development have received a good market response, and Yamauchi appointed him to oversee all of Nintendo's game software development.
In 1983, Shigeru Miyamoto produced the arcade masterpiece "Mario Brothers" with Mario and the Louie brothers as the protagonists, and combined with Nintendo's specially designed battle console, Nintendo achieved the greatest success in the arcade field. The game then became the first software for Nintendo's home console FC, which was released that year, and sales quickly exceeded 1.6 million copies, contributing greatly to the popularity of the console.
One day in the spring of 1984, Yamauchi called Shigeru Miyamoto to his office, and he decided to formally establish an independent software development department called the "Entertainment Division" under the responsibility of Shigeru Miyamoto, which was the predecessor of the "Nintendo Information Development Department" (abbreviated as NSL; which produced films such as "Mario 64" and "The Legend of Zelda 64 - Ocarina of Time" and a large number of immortal masterpieces, with about 400 developers, both in terms of salary and their own technical strength are second to none in the world).
Yamauchi told Shigeru Miyamoto, "We have to create a game character that will last as long as Mickey Mouse, and use the accumulation of the character's brand value to increase the appeal of the game, so that we can be invincible." “
Although FC was in its most glorious period at the time, Yamauchi, who had always had a sense of the Atari crisis, knew that Nintendo had to make an epoch-making product to prove itself, and Shigeru Miyamoto was the best person to complete this mission.
What is a breakthrough gaming product?
This question puzzled Shigeru Miyamoto and his colleagues for quite some time at the time.
Inspired by his childhood experiences, Shigeru Miyamoto crafted a fairytale world full of mystery and fantasy, Super Mario Bros. was more user-friendly than ever before, with a large number of hidden elements to explore, such as water pipes and secret houses.
The collection of gold coins, mushrooms, golden flowers and other props also makes the game process from beginning to end, and mini-games such as flagpole jumping bonus points greatly stimulate the player's desire to challenge.
This great game is known as the original model of the ACT game, establishing the production concept of characters, game purpose, flow distribution, operability, hidden elements, bosses, miscellaneous soldiers, etc. Anyone who has experienced this game will feel that this is a fantasy world that truly belongs to Shigeru Miyamoto, and it can evoke a long-lost childlike innocence. The details of the game are set up in Shigeru Miyamoto to name Mario's unlucky girlfriend Beech, while the villain Kuba is the name of a small snack he is fond of, and the man-eating flower is borrowed from the name of a vicious dog in the village when he was a child... These also highlight the cuteness of Shigeru Miyamoto's character.
Super Mario Bros. became the first truly massive game on a home console, and its huge success was unprecedented, with a total of 8 million copies sold in the island nation and an astronomical 40 million copies worldwide. "Super Mario Bros. has made a huge contribution to the popularization and development of TV game culture, and Shigeru Miyamoto deservedly stands at the top of the pyramid.
The following year, Super Mario Bros. 2, which was released while the iron was hot, officially distinguished the image of the Mario brothers, Mario's red-clad and short, green-clad brother Louis was as tall and thin as a bamboo pole. Louie's amazing jumping ability in this game became a topic of conversation.
Released on January 23, 1988, the 3rd generation is considered by many to be the crowning masterpiece of the 2D Mario series, but this work not only maintains the perfect feel and balance as always, but also adds a lot of new elements such as "Flying Mario" to make the action even more colorful.
You can also freely choose your path by moving around the map. Super Mario Bros. 3 has sold more than 28 million copies worldwide, continuing the sales myth of the first generation.
In the previous life, The Legend of Zelda, which was released at the same time as FC-DISCSYSTEM on February 21, 1986, was another milestone in Shigeru Miyamoto's game production career.
This is Nintendo's first A-RPG and the world's first game with a true memory function, Nintendo hopes to use this first masterpiece to achieve the purpose of popularizing FC peripherals, Miyamoto Shigeru himself as a game concept to extend the depth again, the excellent quality of this game has been unanimously recognized by players!
The mystical continent of Hailar is where the major races live and multiply peacefully, and the magic of the golden triangle of strength, courage, and wisdom bestowed by the gods protects this paradise, until one day the appearance of the demon Galodorov completely shatters the peace. In order to rescue the kidnapped Princess Zelda, Link, a descendant of the elves, embarks on an adventure to find the Golden Triangle, eventually sealing the Majin at the bottom of Naraku.
In the past, the main selling point of the Mario series was the fast and smooth operation, but the essence of "The Legend of Zelda" with a top-down perspective is mainly exploratory, and players must search through the nine labyrinths hidden underground by Galodorov in order to successfully complete the level. The game has a high degree of freedom, the plot will change subtly according to the order in which the player discovers the maze, and the mode of "The Legend of Riseda" that appears after a clearance also doubles the playability.
Ideologically, Shigeru Miyamoto borrowed a lot from the ancient Chinese Taoist idea of yin and yang, and analyzed the fierce conflict between the nature of good and evil from multiple perspectives.
The setting of the story is also completely out of the ordinary, although in the end the demon was completely defeated, but Link's lover Princess Zelda fell into a never-ending sleep due to a curse, and the ancient ending design greatly enhanced the appeal of the game and reserved the foreshadowing for the sequel work.
Most gamers only focus on the gameplay of The Legend of Zelda, but the graphics are still remarkable, and the stunning graphics of the 1Mb large display fully meet Nintendo's original intention of advocating the performance of large-capacity disks.
In terms of orchestration, it has reached the limit of the PSG sound source of the FC main unit, and the long and ethereal bell of the prologue is still clearly echoing in the author's mind.
After the launch of "The Legend of Zelda", it can be said that it quickly reached the sales of 1.6 million copies, and its super difficulty has become a wide social topic, and the major game magazines have also greatly increased sales because of the competition to open a question-and-answer column, but this great work seems to be an insurmountable peak, and no future FC-DISC work can reach the level of comparable standards, which dooms the peripheral equipment to a dismal end.
Link's Adventure was released on January 14 of the following year, and the media was still FC-DISC.
The story is set a few years after the previous game, in order to save Princess Zelda from a never-ending sleep, Link explores the story of six temples scattered across the continent to place magic crystals and defeat Galodorov again.
This work abandons the top-down viewpoint of the previous game and adopts a horizontal forward mode similar to the Mario series, and the requirements for the sense of operation are greatly improved.
The unique breeding system enhances the player's sense of substitution,This work introduces the traditional RPG experience value concept,LEVELUPyou can freely choose to add ability points to attack power、Magic power、Physical strength three values,In this way, the player breeds Link can be called a thousand faces,The subtle changes in the characters with different ability orientations also make the game have the value of repeated entertainment。
"Mystery Village Rain Castle" is undoubtedly the worst setback Shigeru Miyamoto has experienced in his previous game production career, and the production orientation of the work directly led to the collapse of FC-DISC.
After the release of The Legend of Zelda, players complained about the difficulty of the series, which made Shigeru Miyamoto waver about the game philosophy he had always adhered to.
In the previous life, "Mystery Village Rain City", which was launched at the end of 86, can be called a severely reduced version of "The Legend of Zelda", with a significant reduction in action and puzzle-solving elements, and the entire game flow is quite short, usually about 5 hours to complete the level.
In this work, the pursuit of sensory effects is put first, the graphics and color numbers are pushed to the limits of hardware performance, and the story is advanced by playing still animations, and the boldness of the protagonist Takamaru when he casts a full range of attack items completely subverts the general player's impression of the unpretentious Nintendo games of the past.
Although Mystery Village Rain City sold well, third parties followed suit, and the large number of inferior games that flooded the market quickly brought the FC-DISC system to its knees.
Afterwards, Shigeru Miyamoto made a deep reflection on "Mystery Village Rain City", realizing that in order for game products to prosper, they must insist on promoting fun and playability, and deliberately pursuing flashy sound and image effects can only completely distort the essence of the game.
Shigeru Miyamoto once made an incisive summary of his game production philosophy: "What you see, hear and feel with your own eyes, and express it with exaggerated humor, it is nothing more than that..."
For the success of Miyamoto Shigeru, Zhang Junyi did an in-depth study of this person in his previous life, and if he personally summarized, Zhang Junyi believes that Miyamoto Shigeru's greatest success lies in three points:
1. It usually takes a year or two to create a game. However, before that, some ideas had been brewing in Miyamoto's mind for three, four, or even five years.
2. There may not only be the kind of games on the market that need to be searched according to the map and make people worry about it. Miyamoto hopes to see new forms of games meet consumers in a different way. At the same time, Shigeru Miyamoto is not only thinking about using new technology as a bargaining chip for the future development of games, but also about developing games that can attract more people.
3. Shigeru Miyamoto has always been committed to developing highly entertaining ideas and then transforming those ideas into entertaining products, and has never released similar games that have been released in the past as new sake in old bottles.