Rank 01
Shigeru Miyamotodraft
Designer of Donkey Kong, Super Mario Bros., and The Legend of Zelda, and the person most responsible for the idea that a level can teach without a word of text. His method is to get the core movement right, then arrange the world so the player discovers the rules by acting on them.
- Born
- 1952
- Nationality
- Japanese
- Active
- 1977 to present
- Studios
- Nintendo
“We kept simulating what the player would do.”
Why it matters
Miyamoto is first because the atlas's own vocabulary starts with him. Teach by placement, the four-act level, the reward for curiosity: the techniques other entries cite were extracted from levels he directed. His deeper lesson is about trust. World 1-1 assumes the player will press buttons and watch what happens, and builds a world where that instinct is always rewarded. A designer who believes that never needs a tutorial pop-up.
Lessons
01 · teaching
Teach with placement, not text
World 1-1 opens on an empty plain, then puts a slow goomba, a question block, and a pipe exactly where a curious player's inputs will meet them. Miyamoto and Tezuka say they kept simulating what a first-time player would do and arranged the first screen around it. The goomba exists because the koopa, the intended first enemy, taught the stomp too poorly. Nearly every wordless tutorial since is a descendant.
02 · process
Get the verb right before you build the world
Super Mario 64 began as a bare room of blocks where Mario could run, climb slopes, and jump, months before any course existed. The team tuned friction, weight, and camera until moving was its own reward, and only then sculpted levels around that movement, in Miyamoto's words like shaping a diorama out of clay. The order matters: a level built on a verb that is not yet fun cannot be saved by layout.
03 · space
Design the feeling of a place you remember
Zelda comes from a specific memory: a boy in Sonobe finding a cave entrance, working up the courage to go in, and being rewarded with somewhere no one had shown him. Miyamoto has said he wanted the player to feel that exploration, stumbling on amazing things without a map. The lesson is to start from a felt experience rather than a genre, then build the systems that reproduce the feeling.
- articleZelda at 40: How Shigeru Miyamoto's childhood explorations inspired Nintendo's legendary classic (VGC)
- bookDavid Sheff, Game Over: How Nintendo Conquered the World (1993)
Known for
- Donkey Kong1981 · designer
- Super Mario Bros.1985 · director
- The Legend of Zelda1986 · director
- Super Mario 641996 · director
- Ocarina of Time1998 · director
- Pikmin2001 · director
Levels in the atlas (1)
Derived from level entries, not maintained here.
- World 1-1Super Mario Bros. · 1985
Lineage
Cited as an influence by: John Romero(derived)
Sources
- videoMiyamoto on World 1-1: How Nintendo made Mario's most iconic level (Eurogamer, 2015)
- interviewSuper Mario 64: 1996 developer interviews (translated, shmuplations)
- articleZelda at 40: How Shigeru Miyamoto's childhood explorations inspired Nintendo's legendary classic (VGC)
- bookDavid Sheff, Game Over: How Nintendo Conquered the World (1993)