Analyzing Super Mario’s level and tutorial design

Letsa go…

Abhishek Iyer
The Startup

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I love watching Conan O’Brien’s ‘Clueless Gamer’ series. The lovable talk-show host plays the role of video game troglodyte to perfection as he ribs on the needlessly complex pretentiousness of many best-selling games. He rolls his eyes through long cutscenes, chuckles at often juvenile storylines, and hilariously struggles with the game controls. And he kind of has a point.

Although not a problem for gaming enthusiasts, the litany of games with high production values, sequels-to-prequels, and story-heavy RPGs are difficult for casual gamers to just pick up and play. The tutorials comprise of walls of text or entire levels that teach you the button combinations and timing needed to conquer that dungeon or find that lost city. And there’s nothing wrong with any of that. But it’s just not conducive to casual play.

In this post, we’ll look at a level that serves as a game tutorial with understated brilliance: Level 1–1 in Super Mario Bros. This game is from a time where console wars and Let’s Plays were definitely not part of everyday life. It thus had to be very easy to pick up and play while also being challenging and hard to master. Super Mario Bros. walked that tightrope with elan.

Without further ado, letsa go…

The Opening Screen

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Abhishek Iyer
The Startup

I write and I don’t know things. Focusing on game design with some general stuff thrown in. For any writing requests, get in touch!