For a generation, Super Mario Bros was the first video game many of us ever touched. The goal is simple: get the little plumber from the left edge of the screen to the flag on the right, jumping over pits and stomping enemies along the way.
On a normal level your instinct does the work. But imagine a level stuffed with switches, locked doors, and keys — flipping one switch raises a wall here and lowers a platform there, and the same passage you just used may now be sealed forever. Suddenly "can Mario even reach the flag?" stops being obvious.
That question — is the goal reachable at all? — is not a quirk of level design. It turns out to be one of the hardest kinds of question we know how to ask about a system that has lots of internal state.
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