![]() The team made a conscious effort to conceptually separate the two titles while Mario was a linear platformer, Miyamoto wanted Zelda to feel like an open adventure that forced the player to think about what they should do next, and also to convey the idea of a game "world" that could be explored at one's leisure. In 1986, the development team of game designer Shigeru Miyamoto worked concurrently on two equally ambitious projects for the recently released Famicom/NES: Super Mario Bros.
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