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The Legend of Zelda: The Wind Waker From ... - Douglas Wilson

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Figure 1 – Super Mario Bros. (Nintendo, 1985)<br />

With Miyamoto leading the charge, game design evolved to take advantage <strong>of</strong> the less<br />

frenetic, more private nature <strong>of</strong> the home environment (as compared to the arcade<br />

atmosphere). Nintendo’s earliest blockbuster hit for the system, Super Mario Bros.,<br />

shifted the focus away from competitive gameplay. Instead, players assumed the roles <strong>of</strong><br />

two unlikely plumber heroes, running and jumping their way through a series <strong>of</strong> colorful,<br />

surreal environments (termed “levels”) in order to rescue the ever-elusive Princess<br />

Toadstool. <strong>The</strong> game did tally point totals, but most players ignored their score and<br />

instead focused on the mere act <strong>of</strong> completion (how many levels could the player beat?).<br />

In essence, Nintendo was beginning to move gameplay away from pure performance and<br />

towards the navigation <strong>of</strong> virtual space.<br />

Miyamoto’s <strong>The</strong> <strong>Legend</strong> <strong>of</strong> <strong>Zelda</strong>, released in 1987, marks an even more dramatic<br />

departure from other console games <strong>of</strong> the time. Selling 6.5 million copies 15 , the game<br />

14

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