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THE UNTOLD MOTIVATIONAL STORY OF SHIGERU MIYAMOTO — THE MAN WHO TURNED IMAGINATION INTO A GLOBAL EMPIRE

Success story

By Frank Massey Published 2 months ago 4 min read

Shigeru Miyamoto’s story does not begin in a boardroom, with money, power, or opportunity.

It begins in the countryside of Kyoto… with a boy walking alone into the woods.

He was five years old when he discovered his first “world.” Not a digital one — a real cave. Dark. Silent. Endless. He would visit it again and again, imagining monsters, puzzles, treasures, and hidden creatures. His father thought he was strange. Neighbors thought he was quiet. But Miyamoto wasn’t quiet — his imagination was deafening.

Those childhood adventures — forests, rivers, and secret tunnels — were forming something inside him. A belief. A philosophy:

“The world becomes magical when you dare to look at it with curiosity.”

Years later, this philosophy would reshape the entertainment industry forever.

FROM NOBODY TO NINTENDO’S LAST OPTION

Miyamoto didn’t start as a genius.

He didn’t even get hired for game design.

In 1977, Nintendo was a struggling toy company desperately trying to survive. They needed artists to work on packaging and advertising… so they hired the young art-school graduate who walked in with homemade toys and hand-painted creations. That kid was Miyamoto.

He didn’t know computers.

He didn’t know programming.

He barely understood Nintendo’s business.

What he did know was how to tell stories that made people feel alive.

But disaster was coming.

THE PROJECT THAT COULD RUIN NINTENDO

Nintendo released a game called Radar Scope in America. It bombed — badly.

Thousands of unsold machines were sitting in warehouses, costing the company millions. Executives panicked.

They needed a miracle.

Instead, they got Miyamoto.

Desperate, Nintendo gave him a near-impossible task:

“Turn this failure into something that will save us.”

And Miyamoto did something no one expected —

He ignored all the rules.

He didn’t think like an engineer.

He didn’t think like a business strategist.

He thought like the boy who once explored caves.

He created characters, emotion, adventure, and heart — something games didn’t have yet.

The result was: DONKEY KONG.

An angry gorilla.

A carpenter trying to rescue a woman.

Obstacles, humor, challenge, music, personality — all in one.

It became the first blockbuster video game in U.S. history.

Nintendo didn’t just survive.

They exploded.

And Miyamoto had officially changed the future.

THE BIRTH OF AN ICON — MARIO

Mario didn’t start as a hero.

He was a tiny side character created because Miyamoto needed someone to jump over barrels.

But that little mustached man represented something bigger:

“Anyone can be a hero.”

Miyamoto believed games shouldn’t make players feel powerless.

They should make them feel capable — that success wasn’t luck, but effort.

That philosophy shaped:

Mario Bros.

Super Mario Bros.

The Legend of Zelda

Star Fox

Pikmin

F-Zero

Nintendogs

— worlds that didn’t just entertain but inspired imagination in millions of children and adults.

His goal was never profit.

It was connection.

ZELDA — INSPIRED BY A LOST CHILDHOOD

One evening, Miyamoto revisited the Kyoto forests he explored as a child.

Standing there as an adult, he realized something powerful:

People grow up… but imagination doesn’t have to die.

He created The Legend of Zelda to recreate the feeling of being lost in a world filled with mystery, fear, and discovery.

Zelda was not a game — it was childhood rediscovered.

Players weren’t “competing.”

They were exploring, solving, discovering, wondering.

Zelda became one of the greatest franchises in history.

Because it wasn’t just a game — it was a memory reborn.

FAILURES, REJECTIONS, AND THE WAR AGAINST FEAR

What people don’t know is that Miyamoto faced fierce resistance inside Nintendo:

His ideas were called “too weird.”

His stories “too childish.”

His characters “too unrealistic.”

His creativity “too risky.”

He was told to follow the formulas that already worked.

He refused.

Every time they asked him to create something easier, he answered:

“I want players to smile. Not because they won — but because they discovered something.”

Miyamoto wasn’t fighting competitors.

He was fighting fear — the fear that storytelling in gaming would die.

He won that battle.

THE CHANGE THAT SAVED HIS LIFE

During the 1990s, after constant pressure and endless work, Miyamoto hit burnout.

He became withdrawn, exhausted, and overwhelmed.

So he started gardening.

Yes — the father of Mario spent afternoons watering plants, trimming branches, and watching small creatures move through the grass.

From that, he created Pikmin, a game about tiny creatures surviving together.

It wasn’t a commercial decision.

It was healing.

Miyamoto’s creativity came from joy, not stress.

And he protected that joy like fire.

THE LEGACY THAT BUILT NINTENDO

Today, every Nintendo console, every franchise, every billion-dollar success carries his fingerprint.

The Switch…

Mario Kart…

Breath of the Wild…

Tears of the Kingdom…

All inspired by a man who never stopped imagining.

Shigeru Miyamoto didn’t just make games.

He made worlds.

He made childhoods.

He made the gaming industry itself.

And his philosophy remains:

“Do not chase realism. Chase wonder.”

THE MOTIVATION YOU NEED TO HEAR

Miyamoto’s story teaches one truth the world forgets:

**Your imagination is your superpower.

Your curiosity is your weapon.

Your weirdness is your advantage.**

He wasn’t the smartest.

He wasn’t the richest.

He wasn’t the most qualified.

He was simply the one who refused to stop imagining.

If you are stuck, lost, exhausted, or scared — remember this:

Somewhere in a small Japanese village, a boy walked into a cave and imagined a world no one else could see.

And that world changed the world.

Your ideas can too.

goalssuccess

About the Creator

Frank Massey



Tech, AI, and social media writer with a passion for storytelling. I turn complex trends into engaging, relatable content. Exploring the future, one story at a time

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