in both games, miyamoto decided to focus more on gameplay than on high scores. this was different from most games at the time. "super mario bros." was a linear game. the player moved the stage by running, jumping, and dodging or defeating enemies. miyamoto used nonlinear gameplay in "the legend of zelda". this requires the player to think their way through riddles and puzzles. the world was big and it seemed to never end. it had a lot of different choices and depth never seen before in a video game. with "the legend of zelda", miyamoto wanted to make an in-game world that players could relate to. he said it was like a "small garden that they can put inside their drawer." he was influenced from his time as a boy around kyoto. when he was a boy, he explored nearby fields, woods, and caves; each "zelda" title has this feeling of exploration. "when i was a child," miyamoto said, "i went hiking and found a lake. it was quite a surprise for me to find it. when i traveled around the country without a map, trying to find my way, finding amazing things as i went, i realized how it felt to go on an adventure like this." he recreated his memories of becoming lost in the maze of sliding doors in his family home in "zelda"s maze-like dungeons. in february 1986, nintendo released the game as the first game for the nintendo entertainment system's new disk system.