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1985–1989: NES/Famicom, Super Mario Bros., and The Legend of Zelda

Miyamoto's Super Mario Bros. was bundled with the NES in America. The game and the system are credited with helping to bring North America out of the slump of the 1983 game industry crash.

As Nintendo released its first home video game console, the Family Computer (rereleased in North America as the Nintendo Entertainment System), Miyamoto made two of the most popular titles for the console and in the history of video games as a whole: Super Mario Bros. (a sequel to Mario Bros.) and The Legend of Zelda (an entirely original title).[20]

In both games, Miyamoto decided to focus more on gameplay than on high scores, unlike many games of the time.[6] Super Mario Bros. largely took a linear approach, with the player traversing the stage by running, jumping, and dodging or defeating enemies.[21][22] It was a culmination of Miyamoto's gameplay concepts and technical knowledge drawn from his experiences of designing Donkey Kong, Mario Bros, Devil World (1984), the side-scrolling racing game Excitebike (1984), and the 1985 NES port of side-scrolling beat 'em up Kung-Fu Master (1984).[23] This culminated in his concept of a platformer set in an expansive world that would have the player "strategize while scrolling sideways" over long distances, have aboveground and underground levels, and have colorful backgrounds rather than black backgrounds.[24]

By contrast, Miyamoto employed nonlinear gameplay in The Legend of Zelda, forcing the player to think their way through riddles and puzzles.[25] The world was expansive and seemingly endless, offering "an array of choice and depth never seen before in a video game."[3] With The Legend of Zelda, Miyamoto sought to make an in-game world that players would identify with, a "miniature garden that they can put inside their drawer."[6] He drew his inspiration from his experiences as a boy around Kyoto, where he explored nearby fields, woods, and caves; each Zelda game embodies this sense of exploration.[6] "When I was a child," Miyamoto said, "I went hiking and found a lake. It was quite a surprise for me to stumble upon it. When I traveled around the country without a map, trying to find my way, stumbling on amazing things as I went, I realized how it felt to go on an adventure like this."[14]: 51  He recreated his memories of becoming lost amid the maze of sliding doors in his family home in Zelda's labyrinthine dungeons.[14]: 52  In February 1986, Nintendo released it as the launch game for the Nintendo Entertainment System's new Disk System peripheral.[26]

Miyamoto worked on various other different games for the Nintendo Entertainment System, including Ice Climber and Kid Icarus. He also worked on sequels to both Super Mario Bros and The Legend of Zelda. Super Mario Bros. 2, released only in Japan at the time, reuses gameplay elements from Super Mario Bros., though the game is much more difficult than its predecessor. Nintendo of America disliked Super Mario Bros. 2, which they found to be frustratingly difficult and otherwise little more than a modification of Super Mario Bros. Rather than risk the franchise's popularity, they canceled its stateside release and looked for an alternative. They realized they already had one option in Yume Kojo: Doki Doki Panic (Dream Factory: Heart-Pounding Panic), also designed by Miyamoto.[27] This game was reworked and released as Super Mario Bros. 2 (not to be confused with the Japanese game of the same name) in North America and Europe. The Japanese version of Super Mario Bros. 2 was eventually released in North America as Super Mario Bros.: The Lost Levels.[28]

The successor to The Legend of Zelda, Zelda II: The Adventure of Link, bears little resemblance to the first game in the series. The Adventure of Link features side-scrolling areas within a larger world map rather than the bird's eye view of the previous title. The game incorporates a strategic combat system and more RPG elements, including an experience points (EXP) system, magic spells, and more interaction with non-player characters (NPCs). Link has extra lives; no other game in the series includes this feature.[29] The Adventure of Link plays out in a two-mode dynamic. The overworld, the area where the majority of the action occurs in other The Legend of Zelda games, is still from a top-down perspective, but it now serves as a hub to the other areas. Whenever Link enters a new area such as a town, the game switches to a side-scrolling view. These separate methods of traveling and entering combat are one of many aspects adapted from the role-playing genre.[29] The game was highly successful at the time, and introduced elements such as Link's "magic meter" and the Dark Link character that would become commonplace in future Zelda games, although the role-playing elements such as experience points and the platform-style side-scrolling and multiple lives were never used again in the official series. The game is also looked upon as one of the most difficult games in the Zelda series and 8-bit gaming as a whole. Additionally, The Adventure of Link was one of the first games to combine role-playing video game and platforming elements to a considerable degree.[30]

Soon after, Super Mario Bros. 3 was developed by Nintendo Entertainment Analysis & Development; the game took more than two years to complete.[31] The game offers numerous modifications on the original Super Mario Bros., ranging from costumes with different abilities to new enemies.[31][32] Bowser's children were designed to be unique in appearance and personality; Miyamoto based the characters on seven of his programmers as a tribute to their work on the game.[31] The Koopalings' names were later altered to mimic names of well-known, Western musicians in the English localization.[31] In a first for the Mario series, the player navigates via two game screens: an overworld map and a level playfield. The overworld map displays an overhead representation of the current world and has several paths leading from the world's entrance to a castle. Moving the on-screen character to a certain tile will allow access to that level's playfield, a linear stage populated with obstacles and enemies. The majority of the game takes place in these levels.[21][22]

Speedrunning Documentaries: The Complete List and Guide to What to Watch - Geeky Hobbies
A complete list of every speedrunning documentary ever produced with a brief description of each.
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Microsoft admits it has "lost the console wars" to Sony and Nintendo

Story by Xfire • Thursday
Microsoft, Nintendo, and Sony have been embroiled in a decades-long power struggle that audiences have dubbed as the "console wars." Yet, Microsoft, in a surprising turn of events, has conceded defeat in court, stating unequivocally that it has "lost the console wars."
Microsoft admits it has "lost the console wars" to Sony and Nintendo© Provided by Xfire
Microsoft is doubling down on its strategy to become the Netflix of gaming.

This revelation comes as part of the company's legal skirmish with the Federal Trade Commission (FTC) over its proposed $69 billion acquisition of Activision Blizzard.

"Xbox has lost the console wars," the company states with a disheartening certitude. The document, as per The Verge, goes on to portray the Xbox as the runt of the console litter, perennially occupying the third spot behind the PlayStation and Nintendo in sales, revenues, and installed base. The stats don't lie – with just a 16 percent market share and a 21 percent share of consoles in use, Xbox indeed seems to be trailing its rivals.

Only the Xbox 360 finds itself in the Top 10 best-selling consoles of all time in ninth place.© Provided by Xfire

Stepping back, let's appreciate the dramatic backdrop against which this narrative unfolds. Microsoft's confession comes up from its court tussle with the FTC, which seeks to halt the proposed acquisition of Activision Blizzard by the tech behemoth. The regulators fear that this mega-merger could potentially skew the balance of the gaming market, possibly making Call of Duty, and other popular franchises, exclusive to the Xbox platform, which is a claim Microsoft vehemently denies.

Microsoft's strategy, a curious mix of humility and defiance, aims to cast itself as the underdog, the disadvantaged player in a field dominated by Sony and Nintendo. This defense has had a mixed bag of results in previous regulatory battles around the globe. While the EU approved the Activision Blizzard deal back in May, the UK's Competition and Markets Authority threw a spanner in the works, leading to an appeal slated for July.

Related video: Microsoft Games Chief: Mobile Is Reason for Activision Deal (Bloomberg)

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In the middle of this legal kerfuffle, Microsoft's self-professed failure in the console wars begs a crucial question – is this a calculated move to make its acquisition seem less threatening? The answer leans towards yes. The company is betting on a different strategy that focuses on game sales rather than console sales.

The original PlayStation put Sony in a position of power that it hasn't relinquished since.© Provided by Xfire

Microsoft is essentially shifting gears towards becoming more of a software provider, substantiated by its efforts to expand the Xbox Game Pass subscription service. In essence, Microsoft is positioning itself as the gaming industry's Netflix rather than vying for the top spot in the hardware race.

A fascinating twist lies in the company's strategy of selling consoles at a loss. By doing so, Microsoft subsidizes gamers' hardware purchases, hoping to recoup this deficit through game and accessory sales. In other words, Microsoft is waging a war of attrition, betting on the long game rather than immediate console supremacy.

Then again, it's not alone in doing so, as both Nintendo and PlayStation have sold their consoles at a loss for years as well.

In any case, despite its self-confessed defeat, the company shows remarkable audacity in its bid to acquire Activision Blizzard. Its dogged pursuit of the $70 billion deal, even in the face of staunch regulatory opposition, suggests a company that refuses to back down. If successful, the acquisition could be a significant shot in the arm for Xbox, offering a path to recoup lost ground. But, if not, Microsoft has officially shot itself in the foot with its latest admission, which is a shame.

The next few years could potentially be good for the Xbox platform, with plans to release multiple exclusives for the Xbox Series S/X every year, including Starfield, Avowed, Fable, Forza Motorsport, and MachineGames' Indiana Jones project, as well as so much more.

As Xbox finally improves its position in Japan, it remains to be seen how waving the white flag will affect sales as we move forward, especially with the looming price increase.

Nintendo's shift towards the portable gaming market has worked out well for the company for the past two decades.© Provided by Xfire

Ultimately, we'll likely find out more about Microsoft and what its plans are for the future as the court proceedings with the FTC continues, among others. Aside from the FTC, Microsoft will also have to deal with the UK's CMA and New Zealand, which remain opposed to its planned buyout.