Super Mario Bros. · Super Mario
World 1-1draft
The most-analyzed level in gaming: a wordless tutorial that teaches movement, jumping, power-ups, and risk within its first screen. Nearly every teaching technique in the atlas can be traced back to it.
- Year
- 1985
- Platform
- NES
- Genre
- 2D platformer
- Layout
- linear
- Designers
- Shigeru Miyamoto, Takashi Tezuka
Layout notes
Strictly left-to-right with two optional detours: the hidden coin room via pipe, and the elevated block route that skips ground threats. No backtracking; camera only scrolls forward.
Intensity curve
Space graph
The level as places and the connections between them. Left to right reads as progression, top to bottom as elevation. Dashed outlines are optional spaces; select any space or callout to read it.
Select a space, a connection, or a callout to read it. 10 spaces, 11 connections, 5 callouts on this level.
Read the graph as a list
Spaces
- Opening plain entry, critical
- First goombas corridor, critical
- Question block row room, critical
- Elevated brick route room, optional
- Pipe field corridor, critical
- Hidden coin room secret, optional
- Pit run corridor, critical
- Koopa stretch corridor, critical
- Staircase gauntlet corridor, critical
- Flagpole exit, critical
Connections
- Opening plain → First goombas path
- First goombas → Question block row path
- Question block row → Elevated brick route path
- Elevated brick route → Pipe field one-way
- Question block row → Pipe field path
- Pipe field → Hidden coin room one-way
- Hidden coin room → Pit run one-way
- Pipe field → Pit run path
- Pit run → Koopa stretch path
- Koopa stretch → Staircase gauntlet path
- Staircase gauntlet → Flagpole path
Techniques
- Kishotenketsustructure
The level introduces (goomba, blocks), develops (pipes, pits), twists (staircase rhythm changes), and concludes (flagpole) in the classic four-act structure.
- Teach by placementteaching
The first goomba approaches while the player experiments with movement; the question blocks sit exactly where a panicked jump lands.
Notes
The cleanest test of the space vocabulary: a level whose entire critical path is one chain, where both optional spaces rejoin it further right than they left.
Sources
- interviewMiyamoto on World 1-1: How Nintendo made Mario's most iconic level (Eurogamer video interview)
- bookAnna Anthropy & Naomi Clark, A Game Design Vocabulary