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Miyamoto on World 1-1: How Nintendo made Mario's most iconic level

Eurogamer

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  • Presented by Shigeru Miyamoto, game designer at Nintendo
  • May be out of date. Uploaded 11 years ago, in an area where tools change fast.

Beginner. No background in the topic needed.

2M views11 years ago2 recommendations

Game developmentGame designRetro games and consoles

Shigeru Miyamoto and Takashi Tezuka explain the design decisions behind the iconic first level of Super Mario Bros. and how it teaches players.

Eurogamer had the chance to quiz both Shigeru Miyamoto and Takashi Tezuka about their history with Nintendo and the Mario franchise. This included an incredible walkthrough of World 1-1, arguably the most iconic video game level. Watch Super Mario's makers play Super Mario Maker: bit.ly/1Nt75DZ Subscribe to Eurogamer - youtube.com/subscription_center?add_user=eurogamer For the latest video game reviews, news and analysis, check out eurogamer.net and don't forget to follow us on Twitter: twitter.com/eurogamer

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2 people recommend this

What people say. Recommended as a classic case study in intuitive level design and teaching players game mechanics without tutorials.

pushcxon Lobsters • Recommends

Miyamoto on World 1-1: How Nintendo made Mario's most iconic level

Krythicon Game Development Stack Exchange • Recommends

On “Should I Have a Ridiculously Easy First Level?”

Here is a really good example from the creator of Super Mario. He explains that the first level was designed to introduce the player to the base concepts of the game. It's a very good video. link to this video There is actually quite a bit of psychology in the design of the first level. You should also look at Classical Conditioning, aka "Pavlovian Conditioning". https://en.m.wikipedia.org/wiki/Classical_conditioning Essentially, you allow the player to discover what "feels good" and "feels bad". In the video, when the player hits a block they receive a coin. This is a reward; they now know that hitting those blocks gives rewards, so they would like to try it again. And inversely, falling into a hole…