the pet of the main character, "a funny, hang-loose kind of guy". Miyamoto has named "Beauty and the Beast" and the 1933 film King Kong as influences. Although its origin as a comic strip license played a major part, Donkey Kong marked the first time that the storyline for a video game preceded the game's programming rather than simply being appended as an afterthought. An unrelated game was released by Nintendo for the Game & Watch the following month, as well as a game called Popeye for arcades in 1982. Yamauchi wanted primarily to target the North American market, so he mandated that the game be given an English title, as with many previous Nintendo games. Miyamoto decided to name the game for the ape, who he said was the strongest character. The story of how Miyamoto came up with the name "Donkey Kong" varies. A false urban myth says that the name was originally meant to be "Monkey Kong", but was misspelled or misinterpreted due to a blurred fax or bad telephone connection. Another, more credible story claims Miyamoto looked in a Japanese-English dictionary for something that would mean "stubborn gorilla", or that "Donkey" was meant to convey "silly" or "stubborn"; "Kong" was common Japanese slang for "gorilla". A rival claim is that he worked with Nintendo's export manager to come up with the title, and that "Donkey" was meant to represent "stupid and goofy". In 2001, Miyamoto stated that he thought the name would convey the thought of a "stupid ape". Miyamoto had high hopes for his new project. He was not a programmer, so instead consulted technicians for concept feasibility. He wanted to make the characters different sizes, and have different movements and reactions. Yokoi thought Miyamoto's original design was too complex, though he had some difficult suggestions, such as using see-saws to catapult the hero across the screen which was eventually found too hard to program, though a similar concept came later in the Popeye arcade game. Miyamoto then thought of using sloped platforms, barrels, and ladders. When he specified that the game would have multiple stages, the four-man programming team complained that he was essentially asking them to implement the game repeatedly. Nevertheless, they followed Miyamoto's design, creating a total of approximately 20 kilobytes of content. Yukio Kaneoka composed a soundtrack to serve as background music for the levels and story events. The circuit board