Level design talkpoint,topic: super mario brothers,level 1

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Hello again! As topic says lets tlak about one of most iconic level design in history!
SuperMarioBrosMap1-1.png

Refrence from Here.

What make this level a good level?
first player spawn location. It has a good distnace from first enemy,a gomba, which lead player learn the game in start.

When player reach the gomba first time,they already learn how to move and jump. When they hit gomba and die they think,"what should we do?" Next time they try to find a way.

When they hit first item block and get their first mushrooms. When they suddenly become bigger its feel really great. Now you are bigger than gombas!

the level let you find hidden stuffs and items as you want. It don't limit you except you can't turn back(in first version it was like that.)

I'm not much know the art of level design. I like platformer games when they give you freedom and never make points hard to get!

so lets talk about this.
 
A really good first level should nudge the player into engaging with the mechanics of the game without outright pausing the game and forcing them to, letting the player figure things out organically.
Mega Man X's opening stage is a famous example of a level that drip-feeds new obstacles for a player to overcome while also subtly encouraging certain actions from the player to do so.
 

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