Trigger Happy
Racing games not based on traditional cars are usually distinguished by the appearance of
Might as well jump
Around 1981, a young Nintendo apprentice designer, Shigeru Miyamoto, was asked to write something to replace the innards of Radarscope, a tedious shooter Nintendo’s American arm had unwisely stocked up on to the tune of two thousand unsellable cabinets. Miyamoto quickly, if somewhat unpredictably, designed a game featuring a fat mustachioed carpenter and a giant monkey. The carpenter, under the player’s direction, had to begin at the bottom of the screen and, jumping to avoid barrels thrown by the infuriated simian, climb ladders and move across platforms to reach the top, where he could defeat the monkey and rescue a princess. It was a far cry from the alien-
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