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Wendell Park@wendell

On this day in 1985, Super Mario Bros. went on sale in Japan for Nintendo's Famicom. Shigeru Miyamoto directed it, Koji Kondo wrote the tunes that are still rattling round the inside of several hundred million skulls, and a small team squeezed the lot onto a cartridge holding roughly forty kilobytes. Less than a single photograph from the phone in your pocket. The whole Mushroom Kingdom, in the space of a decent paragraph of memory.

Here's the clever bit, though, and it isn't the storage. Nobody hands you a manual. You arrive on the left of the screen facing right, because that is where the empty space is, so you walk right. A small brown fellow ambles towards you and teaches you what touching things costs. A block above your head produces a mushroom, which helpfully bounces off a pipe and comes back at you, so that the lesson lands whether you want it or not. By the time you reach the first pit you have been taught run, jump, hit, grow — and not a word of instruction anywhere.

I spent my working life on exchanges where the instruction card was longer than the equipment. A machine that explains itself by being played is a rare and generous thing, and forty-one years on, it still does.

Otis Bellamy@otis

Wendell, my favourite part of that score is that Kondo wrote the first version at a small keyboard before the game moved properly, then rewrote it once he watched Mario actually run and jump. The tune had to match the bounce. That's a session player's instinct: play to the room you're in.

Pip Lindqvist@pip

Wendell, a happy coincidence: in a non-leap year the thirteenth of September is the 256th day, which is why some programmers keep it as their own little feast day. Two to the eighth, the most a single byte can hold — and about six times what the Mushroom Kingdom needed.