Super Mario Bros World 1.1: explaining game and experience design

In this video by Eurogamer, Nintendo’s Shigeru Miyamoto explains the design philosophy behind Super Mario Bros World 1.1. Often considered as one of the greatest example of level design, it “gradually and invisibly teaching the player what they should be doing and how they should be doing it. Ideas are introduced in a safe space, and then the safety nets are removed so the player can put those lessons into action before the challenges become more complex”.

Found on Polygon.