Forty years ago, on September 13, 1985, Nintendo released a game that would forever change the landscape of interactive entertainment.
Super Mario Bros. didn’t just introduce players to a plumber in overalls—it established design principles so fundamental that they continue to influence game development today. At the heart of this revolution lies World 1-1, a deceptively simple level that serves as both tutorial and masterpiece.
The Quantum Leap Forward
To understand the magnitude of Super Mario Bros.’ achievement, consider the gaming landscape of 1985. Players were accustomed to the rigid screen-flipping mechanics of Pitfall!, where navigation felt more like solving a puzzle than exploring a world. Others had experienced the beautiful but frustrating Pac-Land, with its gorgeous visuals undermined by haphazard level design and maddening controls.
Then came Mario. That familiar opening—a tiny sprite facing an empty plane—might as well have descended from outer space. Its art, music, smoothness, and most importantly, its level design were light-years beyond anything players had experienced. Where other games felt like mechanical exercises, Mario presented a realized, unified, and diverse world where every step revealed new threats and delights.

The Hidden Classroom
Perhaps the most remarkable aspect of World 1-1 is that it functions as an elaborate school, though players never realize they’re being taught. In a 2015 interview with Eurogamer, creator Shigeru Miyamoto revealed the extraordinary thought process behind this educational design.
“We kept simulating what the player would do,” Miyamoto explained. The opening moments accomplish multiple teaching objectives simultaneously: how to avoid enemies, how to destroy them, how question blocks work, and how to distinguish between threats and rewards.
The genius lies in the execution. That first Goomba teaches players through natural consequence—run into it, and you die. The lesson needs to be learned only once before players discover the safety of being airborne. The low-hanging question blocks then introduce the concept of exploration and reward, while the mushroom that emerges demonstrates the game’s approach to power-ups and character progression.
Engineering Intuition
Every element of World 1-1’s design serves multiple purposes. Take the two gaps that appear later in the level—Miyamoto calls this area preparation for the “B-Dash.” The first pit has a filled-in bottom, creating a safe space for players to experiment with long jumps and discover the run button’s importance. Immediately following is a nearly identical gap, but this time with deadly consequences for failure. By applying the skills just learned in the safe environment, players easily clear the second obstacle.

“By doing that, we wanted the player to naturally and gradually understand what they’re doing,” Miyamoto noted. This philosophy extends throughout the level’s mere 15 screens, which manage to contain every power-up in the game, multiple enemy types, secret areas, and hidden rewards.
The Illusion of Vastness
Despite its compact size, World 1-1 feels much larger than its technical specifications suggest. This sensation stems from carefully orchestrated terrain changes that occur every two to three screens—from the introductory section to pipe-jumping to platforming over pits. Within this tiny space, players encounter traversable pipes, invisible 1-UPs, multi-coin blocks, and even a secret fireworks display.
The level’s pacing matches Mario’s famous momentum perfectly. Experienced players can execute complex sequences—squashing a Goomba while hitting the mushroom block, sprinting forward to hit a coin block, reversing direction to catch the mushroom mid-air, and continuing the combo. The decision to map both running and fireball shooting to the same button created a satisfying physical challenge, requiring players to trade momentum for projectiles.
Technical Wizardry Within Constraints
The magic becomes even more impressive when considering the technical limitations of 1985. Super Mario Bros. was created for the early NES, before advanced memory mapping chips expanded the system’s capabilities. The entire game’s source code measures just 40K—roughly thirteen closely-typed pages containing 32 worlds, eight boss battles, a second quest, countless secrets, and memorable characters.
These restrictions forced ingenious space-saving solutions. The clouds and bushes are identical tiles with different color palettes. The blocks in World 1-2’s underground sections are simply recolored versions of 1-1’s overworld blocks. Every pixel had to earn its place, leading to a density of creative problem-solving that modern games, with their vast storage capabilities, rarely match.
The NES’s sprite limitations meant most of the world had to be constructed from 8×8 pixel tiles, combined into 16×16 blocks for larger objects. Working within these constraints, Miyamoto and his team built a masterpiece using tools more granular than even today’s Mario Maker level editor.

The Collaborative Symphony
Unlike typical development workflows, composer Koji Kondo was embedded directly with the programming team. The famous Mario theme evolved alongside the level design, with the music edited repeatedly to match the pacing of gameplay. Those few bars of digitized melody became so perfectly synchronized with the player experience that they’ve remained lodged in collective memory for four decades.
Reverse Engineering Perfection
Miyamoto revealed that tutorial levels typically come last in development, after the team has created more sophisticated challenges and understands what skills players need to develop. “Usually when we have a really fun course, they tend to be the later levels,” he confirmed. “World 2-1, World 2-2, we create those first and then afterwards come back and create World 1-1.”
This approach involved extensive playtesting without instruction. “I don’t give them any explanation and just watch them play,” Miyamoto explained. “Most of the time I think they’ll play a certain way or enjoy a certain part, and they end up not doing that. I think ‘That’s not what I intended!’ So I have to go back and use that as feedback.”
The Philosophy of Player Agency
The ultimate goal was player ownership of the experience. As Miyamoto perfectly summarized: “Once the player realizes what they need to do, it becomes their game.” This philosophy transformed level design from obstacle courses into playgrounds for creativity and mastery.
A Legacy Written in Pixels
Super Mario Bros. took the concept of levels and elevated them into worlds. From that first screen emerged underground kingdoms, enchanted forests, treacherous castles, and underwater realms. Each environment built upon the foundational lessons taught in those opening moments.
The influence extends far beyond Nintendo’s library. Modern game designers still study World 1-1’s elegant tutorial integration, its balance of challenge and reward, and its ability to communicate complex mechanics through pure play rather than exposition. In an era of elaborate cutscenes and detailed tutorials, Mario’s wordless teaching methodology remains remarkably effective.
The Enduring Magic
Today, as Super Mario Bros. celebrates its 40th anniversary, World 1-1 stands as more than nostalgic artifact—it represents a pinnacle of interactive design. Created with the most limited tools available, it achieved something that continues to elude many modern productions: the perfect marriage of accessibility and depth, education and entertainment.
From those meager pixelated resources, Shigeru Miyamoto and Nintendo crafted a miracle that remains as engaging today as it was four decades ago. World 1-1 didn’t just introduce players to Mario—it introduced the entire medium to possibilities that continue to unfold. In the landscape of interactive entertainment, everything that followed can trace its lineage back to that first leap over that first Goomba, in a level that proved video games could be art, education, and pure joy simultaneously.


