fbpx
Wikipedia

World 1-1

World 1-1 is the first level of Super Mario Bros., Nintendo's 1985 platform game for the Nintendo Entertainment System. The level was designed by Shigeru Miyamoto to be a tutorial for new players, orienting them to platform jumping and to the rest of the game. It is one of the most iconic video game levels and has been widely imitated and parodied.

World 1-1
Screenshot from the start of the level, showcasing Mario jumping up, and a Goomba on the ground
First appearanceSuper Mario Bros. (1985)
Created byShigeru Miyamoto
GenrePlatform
CharactersMario, Koopa Troopa, Goomba

Design edit

Design philosophy edit

During the third generation of video game consoles, tutorials on video game mechanics were rare, so players were oriented to a new video game by its level design. The opening sections of Nintendo Entertainment System games such as Metroid, The Legend of Zelda, and Super Mario Bros. are all designed to force players to explore the game mechanics to be able to advance.[1]

Super Mario Bros. is the first side-scrolling video game featuring Mario, and one of the first video games directed and designed by Shigeru Miyamoto. Rather than confront the player with obstacles indiscriminately, its first level introduces the variety of hazards and objects by directing the player to interact with them while advancing.[1]

Miyamoto explained that he designed World 1-1 to contain everything players need to "gradually and naturally understand what they're doing", to be able to play more freely, so that it becomes "their game".[2][3]

Execution edit

 
Schematic of the start of World 1-1. The Goomba (red) walks toward Mario and must be jumped over. The Mushroom (light green) appears after bumping into the golden block from below, and initially rolls to the right, until it falls off the platform and bounces against the pipe (green). The Mushroom then turns around and rolls toward Mario, who can easily receive it at this point.[2]

At the start of World 1-1, the player controls Mario to immediately encounter a slowly approaching Goomba. According to 1UP.com, it is likely that this first enemy will kill a novice player, even though the enemy can easily be avoided by jumping over it. As very little progress is lost, the player learns from defeat and can try again.[1] Past this Goomba comes an arrangement of blocks, a few of which are colored in gold. Bumping one of them from below releases a coin. According to Miyamoto, seeing a coin come out will "make [the player] happy" and want to repeat the action. Doing so for the second gold-colored block makes a Mushroom come out as a surprise power-up. The player has learned from the Goomba that mushroom-shaped beings are bad, so perhaps the player tries to avoid the power-up Mushroom, but the corridor of blocks foils escape. Touching the Mushroom makes Mario grow in size and strength, another positive reinforcement.[2][4]

Next comes a series of four vertical warp pipe obstacles that must be jumped over. Each has a different height, subtly teaching the player that holding the jump button longer makes a higher jump.[1] When encountering variously-sized pits, the player may discover how to use the button for running, because running makes a bigger jump across the pits. Furthermore, Miyamoto ensured that some pits have floors and can be simply jumped out of instead of killing Mario and forcing the replay of the entire level.[2]

World 1-1 includes a few secrets that players can discover by replaying, such as a pipe leading to a bonus room and a hidden block containing a 1-up. The pipe also skips much of the level, to expedite the experienced players.[1]

Reception edit

World 1-1 has been cited as one of the most iconic video game levels, described by Chris Kerr of Gamasutra as "legendary".[2][3][5] Boston Blake of Game Rant rated it among the best opening levels in video games for having "ignited a love for gaming in the hearts of gamers around the world",[6] and Jon Irwin of Paste Magazine described it as a "master-class in teaching players how to play".[7]

Jeremy Parish of 1UP.com stated that "much of the game's success arose from the fact that it equipped players with the tools to master it from the very beginning." Almost all mechanics subsequently introduced in the game are variations of those in World 1-1, and the first levels of later Mario games (such as Super Mario Bros. 3) also expand upon them. Parish described it as "the most widely imitated, referenced, and parodied single level of a video game".[1] Writing about the Super Mario Bros. theme used in the level, Parish called World 1-1 an "elegant fusion of sound, music, and action."[8]

Legacy edit

The design philosophy introduced in Super Mario Bros., described as "learning through play", has been implemented in all of Miyamoto's later games.[2] World 1-1 greatly influenced later Super Mario games, such as Super Mario 3D World's first level.[9]

Variations of World 1-1 are frequently recreated as user-generated content, such as with Super Mario Maker and its sequel. Examples include an extra difficult version with dozens of twirling fire bars, a vertical climbing version, and a self-playing version.[10][11][12]

See also edit

References edit

  1. ^ a b c d e f Parish, Jeremy (2012). . 1UP.com. Archived from the original on August 18, 2012. Retrieved October 5, 2021.
  2. ^ a b c d e f Robinson, Martin (September 7, 2015). "Video: Miyamoto on how Nintendo made Mario's most iconic level". Eurogamer. from the original on March 21, 2016. Retrieved March 20, 2016.
  3. ^ a b Kerr, Chris (September 8, 2015). "How Miyamoto built Super Mario Bros.' legendary World 1-1". Gamasutra. from the original on March 5, 2016. Retrieved March 20, 2016.
  4. ^ Bishop, Rollin (September 8, 2015). "Why the Famous First Level of Super Mario Bros. Looks the Way It Does". Popular Mechanics. from the original on December 23, 2021. Retrieved March 20, 2016.
  5. ^ Saed, Sherif (September 7, 2015). "Watch Miyamoto explain how he designed Super Mario Bros. World 1-1". VG247. from the original on April 12, 2021. Retrieved March 20, 2016.
  6. ^ Blake, Boston (September 2015). "The Top 10 Opening Levels in Video Games". Game Rant. from the original on March 27, 2016. Retrieved March 20, 2016.
  7. ^ Irwin, Jon (September 11, 2015). . Paste Magazine. Archived from the original on December 3, 2019. Retrieved March 20, 2016.
  8. ^ . 1UP.com. March 7, 2007. Archived from the original on July 10, 2012.
  9. ^ Gerardi, Matt (July 11, 2015). "How the spirit of the original World 1-1 carries on in today's Mario games". The A.V. Club. from the original on August 19, 2017. Retrieved March 20, 2016.
  10. ^ Diaz, Ana (July 16, 2019). "Mario Maker 2 level turns World 1-1 into a fiery nightmare hellscape". Polygon. from the original on April 1, 2020. Retrieved April 2, 2020.
  11. ^ Good, Owen S. (August 21, 2019). "Super Mario Maker 2 level turns World 1-1 on its side". Polygon. from the original on December 2, 2019. Retrieved April 2, 2020.
  12. ^ Khal (August 13, 2019). "The Best 'Super Mario Maker 2' Levels for Nintendo Switch". Complex. from the original on December 23, 2021. Retrieved April 2, 2020.

External links edit

  • Miyamoto on World 1-1: How Nintendo made Mario's most iconic level (video). Eurogamer. September 7, 2015. Archived from the original on December 15, 2021 – via YouTube.

world, first, level, super, mario, bros, nintendo, 1985, platform, game, nintendo, entertainment, system, level, designed, shigeru, miyamoto, tutorial, players, orienting, them, platform, jumping, rest, game, most, iconic, video, game, levels, been, widely, im. World 1 1 is the first level of Super Mario Bros Nintendo s 1985 platform game for the Nintendo Entertainment System The level was designed by Shigeru Miyamoto to be a tutorial for new players orienting them to platform jumping and to the rest of the game It is one of the most iconic video game levels and has been widely imitated and parodied World 1 1Screenshot from the start of the level showcasing Mario jumping up and a Goomba on the groundFirst appearanceSuper Mario Bros 1985 Created byShigeru MiyamotoGenrePlatformCharactersMario Koopa Troopa Goomba Contents 1 Design 1 1 Design philosophy 1 2 Execution 2 Reception 2 1 Legacy 3 See also 4 References 5 External linksDesign editDesign philosophy edit During the third generation of video game consoles tutorials on video game mechanics were rare so players were oriented to a new video game by its level design The opening sections of Nintendo Entertainment System games such as Metroid The Legend of Zelda and Super Mario Bros are all designed to force players to explore the game mechanics to be able to advance 1 Super Mario Bros is the first side scrolling video game featuring Mario and one of the first video games directed and designed by Shigeru Miyamoto Rather than confront the player with obstacles indiscriminately its first level introduces the variety of hazards and objects by directing the player to interact with them while advancing 1 Miyamoto explained that he designed World 1 1 to contain everything players need to gradually and naturally understand what they re doing to be able to play more freely so that it becomes their game 2 3 Execution edit nbsp Schematic of the start of World 1 1 The Goomba red walks toward Mario and must be jumped over The Mushroom light green appears after bumping into the golden block from below and initially rolls to the right until it falls off the platform and bounces against the pipe green The Mushroom then turns around and rolls toward Mario who can easily receive it at this point 2 At the start of World 1 1 the player controls Mario to immediately encounter a slowly approaching Goomba According to 1UP com it is likely that this first enemy will kill a novice player even though the enemy can easily be avoided by jumping over it As very little progress is lost the player learns from defeat and can try again 1 Past this Goomba comes an arrangement of blocks a few of which are colored in gold Bumping one of them from below releases a coin According to Miyamoto seeing a coin come out will make the player happy and want to repeat the action Doing so for the second gold colored block makes a Mushroom come out as a surprise power up The player has learned from the Goomba that mushroom shaped beings are bad so perhaps the player tries to avoid the power up Mushroom but the corridor of blocks foils escape Touching the Mushroom makes Mario grow in size and strength another positive reinforcement 2 4 Next comes a series of four vertical warp pipe obstacles that must be jumped over Each has a different height subtly teaching the player that holding the jump button longer makes a higher jump 1 When encountering variously sized pits the player may discover how to use the button for running because running makes a bigger jump across the pits Furthermore Miyamoto ensured that some pits have floors and can be simply jumped out of instead of killing Mario and forcing the replay of the entire level 2 World 1 1 includes a few secrets that players can discover by replaying such as a pipe leading to a bonus room and a hidden block containing a 1 up The pipe also skips much of the level to expedite the experienced players 1 Reception editWorld 1 1 has been cited as one of the most iconic video game levels described by Chris Kerr of Gamasutra as legendary 2 3 5 Boston Blake of Game Rant rated it among the best opening levels in video games for having ignited a love for gaming in the hearts of gamers around the world 6 and Jon Irwin of Paste Magazine described it as a master class in teaching players how to play 7 Jeremy Parish of 1UP com stated that much of the game s success arose from the fact that it equipped players with the tools to master it from the very beginning Almost all mechanics subsequently introduced in the game are variations of those in World 1 1 and the first levels of later Mario games such as Super Mario Bros 3 also expand upon them Parish described it as the most widely imitated referenced and parodied single level of a video game 1 Writing about the Super Mario Bros theme used in the level Parish called World 1 1 an elegant fusion of sound music and action 8 Legacy edit The design philosophy introduced in Super Mario Bros described as learning through play has been implemented in all of Miyamoto s later games 2 World 1 1 greatly influenced later Super Mario games such as Super Mario 3D World s first level 9 Variations of World 1 1 are frequently recreated as user generated content such as with Super Mario Maker and its sequel Examples include an extra difficult version with dozens of twirling fire bars a vertical climbing version and a self playing version 10 11 12 See also editSuper Mario Bros theme Green Hill Zone Level designReferences edit a b c d e f Parish Jeremy 2012 Learning Through Level Design with Mario 1UP com Archived from the original on August 18 2012 Retrieved October 5 2021 a b c d e f Robinson Martin September 7 2015 Video Miyamoto on how Nintendo made Mario s most iconic level Eurogamer Archived from the original on March 21 2016 Retrieved March 20 2016 a b Kerr Chris September 8 2015 How Miyamoto built Super Mario Bros legendary World 1 1 Gamasutra Archived from the original on March 5 2016 Retrieved March 20 2016 Bishop Rollin September 8 2015 Why the Famous First Level of Super Mario Bros Looks the Way It Does Popular Mechanics Archived from the original on December 23 2021 Retrieved March 20 2016 Saed Sherif September 7 2015 Watch Miyamoto explain how he designed Super Mario Bros World 1 1 VG247 Archived from the original on April 12 2021 Retrieved March 20 2016 Blake Boston September 2015 The Top 10 Opening Levels in Video Games Game Rant Archived from the original on March 27 2016 Retrieved March 20 2016 Irwin Jon September 11 2015 The 20 Best 2D Mario Levels of All Time Paste Magazine Archived from the original on December 3 2019 Retrieved March 20 2016 GDC 2007 Mario Maestro Shares His Secrets 1UP com March 7 2007 Archived from the original on July 10 2012 Gerardi Matt July 11 2015 How the spirit of the original World 1 1 carries on in today s Mario games The A V Club Archived from the original on August 19 2017 Retrieved March 20 2016 Diaz Ana July 16 2019 Mario Maker 2 level turns World 1 1 into a fiery nightmare hellscape Polygon Archived from the original on April 1 2020 Retrieved April 2 2020 Good Owen S August 21 2019 Super Mario Maker 2 level turns World 1 1 on its side Polygon Archived from the original on December 2 2019 Retrieved April 2 2020 Khal August 13 2019 The Best Super Mario Maker 2 Levels for Nintendo Switch Complex Archived from the original on December 23 2021 Retrieved April 2 2020 External links editMiyamoto on World 1 1 How Nintendo made Mario s most iconic level video Eurogamer September 7 2015 Archived from the original on December 15 2021 via YouTube Retrieved from https en wikipedia org w index php title World 1 1 amp oldid 1200052665, wikipedia, wiki, book, books, library,

article

, read, download, free, free download, mp3, video, mp4, 3gp, jpg, jpeg, gif, png, picture, music, song, movie, book, game, games.