Throughout its history, theMariofranchise has long been known for its incredible level design throughout each of its platformers. And while there are some amazing levels across all these games, first impressions are always a key factor of whether a player will stick with a game.

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Cap Kingdom in Super Mario Odyssey

Luckily,Marioputs a lot of heart into each of itsopening levels. Even if they may seem bland on the surface, each one takes the time to teach the player some of the fundamental mechanics that they’ll need for the rest of the game. And while almost everyMariogame does a good job with this, some succeed far more on that mission to get the player hooked.

10Cap Kingdom (Super Mario Odyssey)

Each new iteration of the 3DMariogames always come with a new twist. InSuper Mario Odyssey, the main twist on the usual platforming format was Mario’s ability to use his hat. This includes not only as a platforming tool but as a weapon and a way to take over the body of a creature.

Super Mario Odyssey’s Cap Kingdom doesn’t have a ton of platforming associated with it, at least when it’s initially played. Instead, players are encouraged to explore the space and use Cappy to pull stakes out of the ground and activate a bridge. The fun of the level comes when the game gives the player theirfirst capturing target: a frog.

World 1-1 of Super Mario Bros 2

9World 1-1 (Super Mario Bros. 2)

Super Mario Bros. 2was a very strange game given the fact it wasn’t the true sequel to the original gamethat Japan got instead. However, there were a variety of mechanics that ended up playing a factor in later games, a lot of which are introduced in the first level.

In World 1-1 ofSuper Mario Bros. 2, players are immediately introduced to the idea that Mario isn’t just going right anymore. The first room has players going vertically down a mountain into the next area. Players are also met early with the ability to pick things out of the ground and throw them. The level ends with a boss battle against Birdo, which sets the tone for every level that follows.

Super Bell Hill in Super Mario 3D World

8Super Bell Hill (Super Mario 3D World)

Super Mario 3D Worldis a sequel toSuper Mario 3D Land, which first introduced the concept of 3DMariogames using the same level format of a 2DMariogame. Because of this unique concept, there is a challenge trying to show the player how to explore space while also being a linear, timed level.

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Gateway Galaxy in Super Mario Galaxy

Luckily, Super Bell Hill is a solid way of giving the player their footing inSuper Mario 3D World. The wide area that Mario can explore gives players the idea of how they can run around the entire space. With the Cat ability, they then learn how they can climb up pretty much any tree or hill, which can reward them with secrets.

7Gateway Galaxy (Super Mario Galaxy)

With Mario’s first journey into spaceon the Wii, there were a lot of unknowns of how the game would feel for Mario to walk on planets.Super Mario Galaxymade it feel like magic, with levels designed to be distorted in a way that it felt like Mario was conquering worlds unknown.

Although Gateway Galaxy could only be played once in the beginning unlike most otherMariolevels, it slowly inches the player to getting used to walking around spheres by having the player chase rabbits around the planet. This then elevates to Mario solving puzzles on each planet he lands on. This teaches the player some early mechanics ofSuper Mario Galaxy.

Bianco Hills in Super Mario Sunshine

6Bianco Hills (Super Mario Sunshine)

Super Mario Sunshinearms Mario with F.L.U.D.D., who lets Mario shoot water to clean up the messes that have been left behind and for various platforming purposes as well. While there are a few tutorial moments the player needs to do, the first level ofSuper Mario Sunshinedoesn’t come until Bianco Hills.

Bianco Hills isinitially a messthat Mario needs to clean up, with parts of the level covered in goo that will have Mario cleaning instead of platforming. That said, there are plenty of areas in the game that players could get to and explore. The level shows Mario can walk on ropes and how certain nozzles for F.L.U.D.D. can help Mario reach different places.

Mario jumping towards bullet bill

5Yoshi’s Island 1 (Super Mario World)

Super Mario Worldwas one of the first games tolaunch for the SNESback in 1991 and was the next step in the evolution ofMarioplatformers. Along with a whole new graphics style, this was the first game that Mario could do the spin jump, which changed the way that the player could interact with the course.

InSuper Mario World’s Yoshi’s Island 1, players are given their first taste of how to use the spin jump. Players will encounter many Rexes in this level who can be squished with the normal jump but not killed. Players will also come across Rotating Blocks that can only be broken from above with the spin jump.

World 1-1 in Super Mario Bros 3

4World 1-1 (Super Mario Bros. 3)

The first level is always used to introduce the game to new players, but it’s also used to introduce a new concept to veteran players. ForSuper Mario Bros. 3, this new mechanic ended up being a mainstay in Mario games for years to come: The Tanooki power-up. World 1-1 inSuper Mario Bros. 3starts out how players would expect: a few “?” blocks to hit and a Goomba.

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Sky Station Galaxy in Super Mario Galaxy 2

However, the level changes the moment Mario picks up a leaf as he becomes Tanooki Mario. With this, Mario can reach new heights and discover rewards he normally couldn’t get to. It also allowed Mario to hit things horizontally without a shell. This level allows the player to try all these things.

3Sky Station Galaxy (Super Mario Galaxy 2)

The first game’s opening level focused more on teaching players simple puzzle mechanics as they navigated the initial set of planets.Super Mario Galaxy 2, on the other hand, threw players right into the mix of platforming and navigating unique planets and obstacles.

In Sky Station Galaxy, players will be greeted with similar greenery like the first section of Gateway Galaxy. However, all players need to do is enter a pipe, and players are automatically introduced to a flip side of said planet. There are also different-shaped planets that aren’t just spheres and secrets that players can discover, all culminating inan early boss fightto getSuper Mario Galaxy 2off to a great start.

Bob-omb Battlefield in Super Mario 64

2Bob-omb Battlefield (Super Mario 64)

It is fitting that the series' first push into 3D would be high on this list, butSuper Mario 64’s Bob-omb Battlefield still holds up today as a perfect level that is fun to explore and has plenty of activities to look into. When Mario lands on the level for the first time, he is informed right away about a war going on between Bob-omb Buddies and regular Bob-ombs.

Players are immediately tasked with heading up to the top of the mountain. Along the way, players will see there are stars hidden around the stage, introducing the concept that players can stray from the mission at handto do something else. It also introduces the basic amount of platforming to get players culminated with the 3D environment ofSuper Mario 64.

World 1-1 in Super Mario Bros

1World 1-1 (Super Mario Bros.)

The best opening level in the history of theMariofranchise is the opening level that started it all. World 1-1 ofSuper Mario Bros.did not directly tell the player how to play the game. Instead, it did so by simply giving clues in its environment. Players start out by seeing a few “?” blocks and a Goomba coming towards it.

Players unfamiliar with Mario may die on impact with the Goomba, but this starts the players learning how to jump over it and maybe kill it. Then, the “?” blocks show that players can be rewarded by jumping underneath them. The opening level ofSuper Mario Bros.set the standard for level design in video games.

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