How Nintendo taught 40 million people without a manual

It’s 1985. Nintendo is either about to save the gaming industry or disappear. Everything depends on getting one thing right: the first 90 seconds.
In Kyoto, Shigeru Miyamoto plays the same level over and over. Not because it's broken. Because it needs to be perfect.
He's already created Donkey Kong. Already proven he can make hits. But this is different. This is the game that'll either save Nintendo or sink it. The NES needs a killer app for America.
Most games came with thick instruction manuals. You read, then you played. That's if you could figure it out at all. Atari had just buried thousands of E.T. cartridges in the desert because nobody could work out what to do.
Miyamoto wanted something else. Something that taught you by letting you play.
So he obsessed over those first ninety seconds of a new game: Super Mario Bros.. The Goomba walks toward you - you learn to jump. Hit a block and a mushroom appears - you learn power-ups exist. Coins hover above gaps -they show you where to leap.
Every pixel placed with intention. Every enemy timed to appear when you've just learned the move you need. No manual required. You pick up the controller and within seconds, you just know.
Miyamoto designed backwards from mastery. Not "what information do they need?" but "what should this feel like when they can do it?" Start with the end state and build the path that gets people there naturally.
He also knew people don't learn from being told. They learn from trying, failing, adjusting - until the moves become instinct. You can't explain your way to mastery. People need to feel the difference.
That first level - iterated and tested hundreds of times - unlocked 40 million sales.
Forty years later, most of us are still handing people the manual and hoping for the best.
What are you still explaining that people could be experiencing instead?
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