Super Mario 3D World 1-1, better known as Super Bell Hill, is basically the perfect opening statement. It’s not just a tutorial. It’s a vibes check. When Nintendo launched this on the Wii U back in 2013, they had a massive problem to solve: how do you make a 3D platformer feel as intuitive as the classic 2D games everyone grew up with?
They nailed it.
The first time you step onto that lush green grass, you aren't hit with a wall of text or a clunky tutorial. You just run. You see a clear path. You see a clear goal. Honestly, the genius of Super Bell Hill lies in its simplicity. It introduces the Super Bell—the power-up that turns Mario into Cat Mario—and suddenly, the verticality of the game opens up. It isn’t just about jumping anymore; it’s about climbing, scratching, and pouncing.
The "Four-Step" Design Philosophy at Work
Nintendo fans often talk about Kishōtenketsu. It sounds fancy, but it's basically a four-act structure for level design that Koichi Hayashida, the game's director, has championed for years.
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First, they introduce a mechanic in a safe spot. You see a clear pipe? You jump in. No danger.
Then, they develop it. Now there are enemies nearby, or the pipe leads to a higher ledge.
The third step is the "twist." Maybe the pipe is transparent and you have to dodge a stray spike ball inside it.
Finally, you reach the flagpole.
In Super Mario 3D World 1-1, this flow is seamless. You're learning how to use the Cat Suit's dive attack without even realizing you're being "taught." Most players just mess around with the buttons and—boom—they’re scaling a wall to find a hidden 1-Up. It feels like an accident, but Nintendo planned it that way.
What Most People Miss in Super Bell Hill
You’ve probably cleared this level a dozen times. But did you catch the Hidden Luigi? 8-bit Luigis are tucked away all over this game, and 1-1 has one hiding near the start, staring at you from a wall if you look closely enough.
Then there’s the Green Stars.
The first one is right in your face, sitting on top of a clear pipe. It’s a "gimme."
The second one requires you to chase a rabbit. It’s a test of speed.
The third one? It’s up high. You need that Cat Suit.
This isn't just filler content. Each star teaches you a different way to interact with the world. The rabbit isn't just a rabbit; it's a lesson in the "dash" mechanic. If you don't hold the run button, you aren't catching that bunny. Simple. Effective. Brilliant.
The Clear Pipe Revolution
Clear pipes changed everything. Before 3D World, pipes were basically loading screens or instant teleporters. In 1-1, the clear pipes allow for a sense of continuity. You see Mario zipping through them. You can even control his direction at intersections.
It makes the world feel tangible.
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There's a specific moment in Super Mario 3D World 1-1 where you enter a pipe and it loops around a small pond. It serves no purpose other than to look cool and show off the engine's lighting. In 2013, seeing those reflections on the Wii U was a big deal. Today, on the Switch version, it’s still charming as heck.
Why the Switch Version Feels Different
If you’re playing the Super Mario 3D World + Bowser’s Fury version on Switch, 1-1 feels faster. Because it is. Nintendo bumped up the base movement speed and increased the climb height for Cat Mario.
It changes the rhythm.
On the Wii U, Super Bell Hill felt a bit more methodical. On Switch, you’re a heat-seeking missile. You can clear the entire first half of the level in about twenty seconds if you know the lines. This speed boost was a direct response to players who felt the original game was a bit "floaty." Honestly, it’s hard to go back to the original version once you’ve felt the snappiness of the Switch port.
The Stamp and the Completionist Trap
Let's talk about that Stamp. It’s tucked away under a ledge near the end of the level. To get it, you basically have to trust the game's physics.
A lot of modern games hold your hand. They put a big glowing marker on the objective. Mario doesn't do that. It rewards curiosity. If you see a weird little alcove, there’s probably something in it. That Stamp in 1-1 is the game’s way of saying: "Hey, start looking in the corners. We hid stuff everywhere."
Speedrunning Super Bell Hill
The world record for this level is insane. Speedrunners use a "long jump" into a "roll cancel" to maintain momentum that the developers probably never intended.
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Watching a pro play 1-1 is like watching a different game. They don't even use the Cat Suit. They stay in "Small Mario" or "Super Mario" form because the animations are faster. They skip the clear pipes entirely by jumping off the edges and using precise "spin jumps" to stall in the air.
Common Misconceptions
Some people think 1-1 is too easy. Well, yeah. It’s the first level. But the depth isn't in the challenge; it's in the versatility.
You can play this level with four people. That’s where the chaos happens. Super Mario 3D World 1-1 becomes a completely different beast when your "friends" are picking you up and throwing you off the cliff just to get the crown. The crown is a literal ego mechanic. Whoever gets the highest score in the previous level wears a crown in the next one.
In 1-1, everyone starts fresh. By the end of the level, someone is wearing that crown, and the friendship is officially over.
How to Master Super Mario 3D World 1-1
If you want to actually "beat" this level the right way, don't just run to the end.
- Find the Mega Mushroom. There’s a secret path where you can turn into a giant and literally stomp through the scenery. It’s pure catharsis.
- Nab all three Green Stars. They are your currency for unlocking later worlds. If you skip them now, you’ll be backtracking later.
- Get the Stamp. It’s essential for 100% completion.
- Hit the top of the Flagpole. Use the Cat Suit to climb the wall behind the flagpole, then jump off onto the very tip. It’s the only way to get that "Gold" completion mark.
Super Bell Hill sets the stage for everything that follows. It’s a masterclass in "show, don't tell." It respects your intelligence while making sure you have the tools to succeed. Whether you're a veteran who's been stomping Goombas since 1985 or a kid picking up a Joy-Con for the first time, this level feels like home.
To get the most out of your run, try playing as different characters. Toad is the fastest, making him the best for speedruns, while Peach’s hover makes the final platforming section a breeze. Exploring these minor stat differences right here in the first level is the best way to decide who your "main" will be for the rest of the journey toward World Flower and beyond.