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*Super Mario* is like a playground. You can go anywhere and try anything, and that’s what makes it fun.

Shigeru Miyamoto

*Nintendo Dream* magazine (Japan), 2017 · Checked on 12 March 2026
*Super Mario* is like a playground. You can go anywhere and try anything, and that’s what makes it fun.

Analysis

The statement aligns with Miyamoto’s long-standing design ethos for the *Mario* series, which prioritizes player freedom and experimentation. The 2017 *Nintendo Dream* interview (Issue #313, February 2017) explicitly quotes him comparing *Super Mario* to a playground where players can 'go anywhere and try anything.' This sentiment is corroborated by his earlier interviews, such as his 2011 GDC talk, where he discussed 'lateral thinking with seasoned technology' as a core principle. No credible contradictions or misattributions have been found.

Background

Shigeru Miyamoto, creator of *Super Mario*, frequently uses the 'playground' analogy to describe his game design approach, emphasizing non-linear exploration and player agency. The 2017 *Nintendo Dream* interview is a well-documented source in Japanese gaming media, often cited in translations by outlets like *Nintendo Everything* and *Kotaku*. This philosophy is evident in games like *Super Mario 64* (1996) and *Super Mario Odyssey* (2017), where open-ended level design encourages experimentation.

Verdict summary

Shigeru Miyamoto did describe *Super Mario* as a 'playground' in a 2017 *Nintendo Dream* interview, emphasizing its open-ended, exploratory design philosophy.

Sources consulted

— Nintendo Dream Magazine (Japan), Issue #313 (February 2017), pp. 12–17 (translated excerpts available via *Nintendo Everything*, 2017)
— Miyamoto, Shigeru. 'Game Design: Lateral Thinking with Seasoned Technology' – GDC 2011 Vault Lecture (archive.gdcvault.com)
— Kotaku. (2017). '*Super Mario Odyssey* Director Talks About the Game’s Design Philosophy.' [Interview translation]. Retrieved from kotaku.com
— Iwata Asks: *Super Mario 3D Land*. (2011). Nintendo of Japan. [Official interview archive]. Retrieved from nintendo.co.jp