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Crazy Eyes
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Comments by "Crazy Eyes" (@CrizzyEyes) on "Design Club - Super Mario Bros: Level 1-1 - How Super Mario Mastered Level Design" video.
It's only common sense because of hindsight. And the most important part of the first level - teaching the player without words - is an art that many game designers still can't grasp today.
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Please talk about the introductory levels to Doom at some point, which not only had to introduce most players to its own game, but an entirely new genre that had never been seen before except for Wolfenstein and considerably slower-paced first-person dungeon crawlers. And succeeded quite well.
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