Miyamoto Explains How Super Mario Bros. World 1-1 Was Created

World 1-1. We’ve all run, jumped, and brick-bashed our way through that familiar first stage. It seems so simple and second-nature to us now, but in this modern age of iterative entertainment, it is almost impossible to convey the magnitude of the leap Super Mario Bros. represented compared to everything that came before it. That cabinet, that game, might as well have descended from outer space. Its art, music, smoothness, and most of all, its level design were light-years beyond.

World 1-1 introduced game design principles and a geometry of motion so perfectly calculated that it endures as one of the great works of the art form to this very day. But how was this miracle performed? Well, let us tell you, with the help of its creator, Shigeru Miyamoto.

The closest things to the opening level of the plumber’s first solo adventure up to that point were the stiff-but-serviceable screen-flipping Pitfall! and the gorgeous but terrible side-scrolling Pac-Land. Both were early essays on game design: Pitfall! presented a two-layered jungle with plenty of enemies and obstacles to jump over, but its flip-screen progression, huge non-linear map, strict time limit, and unintuitive treasure placement made it feel more like a puzzle to solve than a world to explore. Pac-Land was simply beautiful to behold and scrolled fairly cleanly in one direction, but the layout of the levels was haphazard and frustrating, and the controls felt maddening.

In comparison, Mario was like exploring a realized, unified, and diverse world. Every step revealed new threats and sights. Leap over enemies or land on them? What’s in those question blocks? There’s a Starman?! Wait, hidden lives? A secret underground treasure room with its own music?! Wait, there’s a FIRE FLOWER?! You can hold B to run or blast turtles with pyrotechnics?! What even is this game????? But in order for all of this madness to be built, it first needed solid foundations, and that’s where World 1-1 really comes into its own — teaching you the basics in the most elegant manner possible.

Super Mario Bros. isn’t nearly as big as it feels. In fact, World 1-1 measures only about 15 screens, including the underground room. It feels much bigger because over two or three screens, the tone of the terrain changes, from the intro section to leaping over pipes to platforming to pits. And yet within that tiny space, you have every power-up in the game, a hidden multi-coin block, a pair of traversable pipes, an invisible 1-UP, two enemy varieties, and a secret fireworks display.

But perhaps the biggest secret of 1-1 is that it’s a school. And the course is Mario 101. In a 2015 interview with Eurogamer, Shigeru Miyamoto and Takashi Tezuka talked about the extraordinary degree of thought that went into the design, beginning with World 1-1’s iconic opening: a tiny Mario facing an empty plane. Then the team considered how to teach the player several skills at once: how to avoid enemies, how to destroy enemies, how question blocks work, and how to tell an enemy Goomba from a helpful mushroom. All three are accomplished within the first steps of this opening level.

“If a suspicious enemy appears,” states Miyamoto, “the player will need to jump over it.” Running forward into the first Goomba just kills you, a lesson a player need only learn once before discovering they’re much safer in the air. Then moving forward, the player discovers some low bricks and question blocks.

“If we have a question block, they might just try to tap that as well,” continues Miyamoto. “If they see a coin, it will make them happy and they’ll want to try again.” Tapping the second block releases a mushroom that slides away, then bounces off a pipe to come hurtling at the character. The low ceiling makes it very hard to avoid, and the mushroom hits Mario, but instead of damaging him, it transforms him into Super Mario. In a matter of seconds, you’ve learned how both rewards and dangers work through the rest of Super Mario Bros.

“We kept simulating what the player would do”, Miyamoto explains. “So even within that one section, the player would understand the general concept of what Mario is supposed to be and what the game is about.” Even small details mattered. The opening screen’s first enemy was supposed to be a Koopa Troopa, but teaching the player the jump and kick movement necessary to overcome one worked less well at the beginning than they’d hoped. So they invented the simple-to-stomp Goomba (late in the game design process, according to Tetzuka) to help players understand the basics first.

Another valuable lesson, holding B to run before a long jump, is taught safely by two gaps later in 1-1. Pointing at this area, Miyamoto says, “Here we are preparing the player for the B-Dash”. He notes that the first gap is a pit with a filled-in bottom, a safe place to experiment and learn about long jumps without risking lives. This jump is followed immediately by a nearly-identical variant, a pit where, if the player falls, they will die, but by applying the skills they’ve just learned, they will easily survive. “By doing that, we wanted the player to naturally and gradually understand what they’re doing”, he continues. “The first course was designed for that purpose: so they can learn what the game is all about.”

Once the player realizes what they need to do, it becomes their game.

Miyamoto further explains that the tutorial nature of early stages usually comes only after the team has crafted more sophisticated levels, so the creators know what skills the players need to develop. “Usually when we have a really fun course, they tend to be the later levels”, Miyamoto confirms. “World 2-1, World 2-2, we create those first and then afterwards come back and create World 1-1. There’s a lot of testing whilst the game is being built. I don’t give them (players) any explanation and just watch them play and see how they do it, and 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 intricately crafted layout creates a satisfying illusion of choice and a constant curve of advancement. Miyamoto sums it up perfectly: “Once the player realizes what they need to do, it becomes their game.”

The level layout is tuned to match Mario’s famous momentum, allowing a skilled player to perform precise jumps, slides, and combinations. An experienced Mario jockey can run forward at the beginning 1-1, squash a Goomba while hitting the first mushroom block, sprint forward, hit a coin block, reverse direction, jump up, catch the mushroom before it hits the ground, and hit the other coin. The team wisely mapped run and fireball to the same button, creating a slight degree of real-world physical dexterity challenge to trading momentum for projectiles. Likewise, the need to hold B to run and press A to jump made long jumps just slightly and satisfyingly more difficult.

Then there’s the music. Unlike most software development teams, the Mario team’s composer, Koji Kondo, was embedded with the developers. The famous Mario theme was composed and edited over and over as the level layout changed to match the pace of the design, and from then on, those few bars of digitized score would never leave our brains again.

And all of this magic was achieved using only the most limited of tools back in 1985. To really understand why Super Mario Bros. works so well, you first need to understand how the NES renders graphics. The animated characters that move around the screen, such as Mario, are sprites, detailed and mobile clusters of pixels. The NES can only handle a few sprites onscreen at a time, so most of the rest of the world, including the ground, platforms, hills, and backgrounds, is made up of tiles and 8×8 blocks. Most of the objects you see in Super Mario Bros. are composed of these chunks. The question blocks, walls, and bricks are all made up of four combined 8×8 tiles, creating distinct 16×16 squares. It’s similar to the process used to build levels in Mario Maker, only more granular. These little tiles were the tools that Shigeru Miyamoto and team worked with to build a masterpiece.

Super Mario Bros is an early NES game, created before advanced memory map chips stretched its graphical capabilities. That meant that to achieve their vision, the Mario team had to push the hardware to the absolute limits of its capabilities. The entirety of Super Mario Bros.’ source code is 40K. That means the entire game, including graphics, fits on about thirteen closely-typed pages. Crammed into that space are 32 distinct worlds, eight boss battles, a second quest, myriad secrets, and a memorable cast of characters.

That restriction meant the design team had to make every bit count, and that led to all kinds of clever tricks to save space. Ever noticed the clouds and the bushes are just the same palette-swapped tiles? Or that the blocks in 1-2 are just recolored blocks from 1-1? Both tricks (and many others) were used to compress space and make room for more features.

Add together the level design, gorgeous visuals, perfect controls, and iconic music, and you have a game that transcends the tropes of older action games. Super Mario Bros. took levels and made them worlds. And Mario just went on from there. World 1-1 to 1-2. An underground kingdom. Then later, forests. Castles. Bridges. Under oceans. Worlds upon worlds.

But none would exist without that very first. Hell, it’s arguable that video games as they exist now wouldn’t be a thing if it weren’t for World 1-1. From the most meagre of pixelated tools, Miyamoto and the team at Nintendo crafted a miracle, and one that’s still as fun to play today as it was 40 years ago.

Jared Petty likes writing about how wonderful and silly video games are. You can find him at Bluesky as Bluesky as pettycommajared.

Nintendo Is “Acting To Protect The Industry” With Switch 2 Game Key Cards, Says Ex-Capcom Composer

“It becomes easier for other companies to follow suit”.

Since Switch 2 launched, one of the hottest topics has been Game Key Cards – physical items which unlock digital downloads.

Critics have said Game Key Cards are anti-consumer, and Japan’s National Library has since decreed that they cannot be considered eligible for preservation, which stands to reason, as the Game Key Card contains no actual game data.

Read the full article on nintendolife.com

One Piece: Pirate Warriors 4 – Switch 2 Edition Announced, Includes Free Upgrade For Switch Owners

Set sail on Switch 2 with “enhanced graphics” and more.

Fans of the long-running anime and manga series One Piece can look forward to One Piece: Pirate Warriors 4 – Nintendo Switch 2 Edition.

The Switch 2 version was announced during the latest Nintendo Direct broadcast, with a brief trailer revealing it will be made available in fall 2025.

Read the full article on nintendolife.com

No Switch 2 “Upgrade Path” For Dragon Quest VII: Reimagined Planned

And save data from Switch cannot be transferred.

During this week’s Nintendo Direct broadcast, Square Enix announced it would be bringing Dragon Quest VII: Reimagined to the Switch and Switch 2 in early 2026.

Since then, an FAQ page for this title has gone live on the official Dragon Quest website in Japan, and it’s confirmed there is no upgrade path currently available or planned for the Switch version. Here it is in full:

Read the full article on nintendolife.com

In Neurocracy, it’s up to you to solve a murder mystery through the internet’s greatest resource, Wikipedia

You might not think of it as one, but Wikipedia is a game. It has untold numbers of characters and stories, each page an interactive slate with your mouse and hand acting as the choice maker for what you learn next, thus impacting your following choices. This is, admittedly, a bit of a wanky, thinkpiecey way of talking about Wikipedia, so instead of that let’s talk about Neurocracy, a game that could quite easily fool you into thinking it is another version of Wikipedia.

Read more

Vampire Survivors developer Poncle on what it takes to be a good publisher: “Not everything can be a breakout hit”

Getting your game a publishing deal has never been an easy thing to do. Right now, it’s especially hard given that for many publishers, if it doesn’t seem like a guaranteed hit, it likely isn’t something they’ll take on. This is something that Vampire Survivors developer Poncle, or rather the actual person, Luca Galante, takes great issue with, and in a recent interview he spoke more broadly of his issues with publishers, and his thoughts on now being one.

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GOG shares their thoughts on preservation in the face of payment processor crackdowns

In general these days it’s never a good time to release a video game unless you’re Rockstar, but in recent months it’s been made even harder due to numerous payment processors cracking down on digital storefronts like Valve and Itch.io. There’s a host of reasons this is problematic, but one less spoken about how this is also an issue of preservation. GOG, another digital storefront, this one owned by The Witcher developer CD Projekt, is known for their preservation efforts, and in a recent interview they shared a bit of their thoughts in relation to these recent issues regarding payment processors.

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Randy Pitchford Addresses Borderlands 4 Console FOV Slider Complaints: ‘There’s Some Dreams I Have Where an FOV Setting Might Affect Fairness’

Randy Pitchford has responded to complaints about the console version of Borderlands 4 lacking a field of view (FOV) slider, suggesting fairness may have something to do with it.

PlayStation 5 and Xbox Series X and S players of Borderlands 4 were shocked to discover not only a lack of a FOV slider in-game, but no motion blur toggle, either. The PC version of Borderlands 4 has settings for both — in the case of FOV you can increase the value in degrees up to 110 for both first-person play and vehicle use, and for motion blur you can change the amount and the quality.

The lack of a FOV slider is the biggest issue right now with Borderlands 4 on console, if anecdotal evidence across the internet is anything to go by, with some complaining that not being able to tweak the FOV value is causing them motion sickness.

“Man, I’ve tried to play it twice today,” said redditor xInsaneAbilityx. “Both times I get that ‘car-sick’ feel after about 15 minutes and have to stop.” “Yeah I’m pretty sensitive to motion sickness and a narrow FOV in first-person makes me really dizzy. Combining that with motion blur just churns my stomach,” added Dallywack3r. “This game feels almost zoomed in, it‘s really not pleasant to play,” said christophlieber.

There are also suggestions the console version of Borderlands 4 lacks a FOV slider in order to maintain certain performance levels. By increasing the FOV, you’re putting the hardware under more strain and potentially impacting things like framerate.

But social media posts from Gearbox development chief Randy Pitchford suggest one of the considerations is fairness.

“Quickie for console friends: FOV settings,” Pitchford began. “There’s some dreams I have where an FOV setting might affect fairness. I can’t really talk about it yet, but I see this is important to you so we’re looking at it.”

Pitchford included a vote in his social media post, which, after nearly 25,000 votes, reveals just how important a FOV slider is to his followers. At the time of this article’s publication, the option “FOV slider or GTFO!” had 72% of the vote.

The outspoken Gearbox boss went on to say players “have no idea what the team and I were planning and how FOV slider might affect fairness with such a thing.”

He added: “That said, I’ve always want to commit to and prioritize what Borderlands should be versus try to turn it into something it should. My hope is for my/our ambitions to be additive, not subtractive.”

So, what is Pitchford actually saying here? The “fairness” quote has caused some confusion. Could it relate to an upcoming PvP mode? If so, why would the PC version have it? Right now, Borderlands 4 is a PvE co-op game, so the line about “fairness” has raised more than a few eyebrows.

Some are wondering if Pitchford is talking about fairness in terms of the performance of the game giving some players an advantage. The higher the FOV, the more the player can see, versus the lower the FOV the more stable the frames are. Perhaps both give some level of advantage?

“What does ‘fairness’ even mean?’ asked redditor buddachickentml. “Basically being impartial to all players without favoritism. Fairness to all,” suggested Wolf-O7. “Funny enough it’s completely backwards though. Because console players aren’t being treated fairly compared to their counterpart on PC. (Especially since this sort of sounds like a PVP mode the way he makes it seem).” Then, from Airaen: “Yeah, how is it fair that PC players can change the FoV and console players can’t?” “Fairness in a PvE game? Will you ban ultrawide monitors?” said on social media user.

Borderlands 4 supports crossplay between all platforms at launch, so Pitchford’s comments are doubly confusing.

As for motion blur, in another social media post Pitchford told console players “we aren’t down with motion blur and do not support it.” He continued: “If you’re seeing what seems to be motion blur, maybe check your television settings for whatever automatic BS it might be doing to your image? It’s not us.”

But again, that comment is confusing given there are motion blur settings in Borderlands 4 on PC.

Whatever Pitchford means here, Borderlands 4 has got off to a big start on Steam. It’s approaching a peak concurrent player count of 300,000 on Valve’s platform, where it is one of the most-played games. No other Borderlands game has come close to that in terms of concurrent player numbers on Steam.

Pitchford declared it impossible to break the Borderlands 4 servers this weekend through sheer weight of player numbers alone — and he’s so confident he’s publicly promised that Borderlands 4 won’t join the long list of big AAA games whose online systems fail at launch.

While Borderlands 4 is off to a big start in terms of player numbers, it’s not entirely plain sailing for Gearbox. The release was marred by complaints about PC performance that have resulted in a ‘mixed’ user review rating on Valve’s platform. The complaints revolve around poor performance even on high powered PCs, with some affected by crashing that makes the game difficult to even start.

In response, Gearbox posted a Borderlands 4 Nvidia Optimization guide on Steam, advising players how to optimize their graphics settings for “better performance and framerates” on PC with the Nvidia app.

Gearbox then issued a piece of advice to PC gamers that to me reads like an effort to prevent players from making knee-jerk reactions to the game’s performance as soon as they’ve changed their settings: “Please note that any time you change any of your graphics settings, your shaders will need to recompile. Please keep playing for at least 15 minutes to see how your PC’s performance has changed.”

If you are delving into Borderlands 4 don’t go without updated hourly SHiFT codes list. We’ve also got a huge interactive map ready to go and a badass Borderlands 4 planner tool courtesy of our buds at Maxroll. Plus check out our expert players’ choices for which character to choose (no one agreed).

Wesley is Director, News at IGN. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.