0:00:00.610,0:00:06.430 Hi, this is Mark Brown with Game Maker's Toolkit,[br]a series on video game design. 0:00:07.700,0:00:14.160 Games with user generated content can be great stepping stones for wannabe designers. 0:00:14.169,0:00:20.090 Games like LittleBigPlanet, simple level making[br]engines like Duke Nukem 3D's Build, the track 0:00:20.090,0:00:25.830 editor in Trials, and modding tools for Skyrim[br]let you try your hand at design, without having 0:00:25.830,0:00:29.010 to learn Unity, or Xcode, or something like[br]that. 0:00:29.010,0:00:34.750 Which is why I was excited to sit down with[br]Super Mario Maker, the Wii U game where you 0:00:34.750,0:00:39.870 can build your own Mario stages. I didn't[br]want to build troll levels or goofy gimmick 0:00:39.870,0:00:44.650 stages - I wanted to see if I could build[br]good levels that follow Nintendo's design 0:00:44.650,0:00:48.630 philosophies, and could feasibly exist inside[br]a Mario game. 0:00:48.630,0:00:53.350 But when I was faced with a blank screen and[br]a box full of goombas and pipes and coins, 0:00:53.350,0:00:57.880 I realised that didn't even know where to[br]start. Even after thinking back to my video 0:00:57.880,0:01:02.440 on "Super Mario 3D's 4 step level design",[br]I felt stuck. 0:01:02.440,0:01:06.560 Luckily, the other advantage to these level[br]editors is that they come with a wealth of 0:01:06.560,0:01:13.560 content to look at for ideas and best practices.[br]Aka, the game itself. Or in the case of Super 0:01:13.560,0:01:20.670 Mario Maker, four games: Super Mario Bros,[br]Super Mario Bros 3, Super Mario World, and 0:01:20.670,0:01:22.350 New Super Mario Bros U. 0:01:22.350,0:01:27.890 So, with that in mind, I wanted to analyse[br]a favourite level from each of these games 0:01:27.890,0:01:32.350 and figure out how they're built, how they[br]challenge and surprise the player, and if 0:01:32.350,0:01:36.200 there are any ideas I can borrow, or steal, for my own[br]stages. 0:01:36.200,0:01:40.930 Let's start with New Super Mario Bros. U,[br]and the level Seesaw Bridge, which is in 0:01:40.930,0:01:41.930 the Soda Jungle. 0:01:41.930,0:01:43.930 MARIO: Let's-a go! 0:01:44.090,0:01:49.330 The first thing we see in this level, is actually[br]kind of weird. There's a Wiggler on these 0:01:49.330,0:01:54.119 blocks, and it isn't exactly a threat. All[br]you can really do is kill it. An easy win 0:01:54.119,0:01:56.479 before a slightly tricky level, perhaps? 0:01:56.479,0:02:01.119 We're then introduced to the stage's main[br]mechanic: these bridges that automatically 0:02:01.119,0:02:06.780 see-saw up and down. We get a feel for them,[br]but we're in no real danger: the tip never even 0:02:06.780,0:02:11.730 goes underwater, so Mario is safe wherever[br]he stands, and only has to make a small jump 0:02:11.730,0:02:12.950 to get on. 0:02:12.950,0:02:18.980 We get a power-up box, and now a bigger jump[br]between two see-saws. The arc of the coins shows 0:02:18.980,0:02:21.540 us the optimum time to jump off the bridge. 0:02:21.540,0:02:27.540 The Koopa Troopa isn't so much a danger here.[br]It's the set up for a fun moment: Mario veterans 0:02:27.540,0:02:32.370 will want to lob his shell at the other Koopa,[br]and - thanks to the layout of the level - this 0:02:32.370,0:02:34.480 will take out three Wigglers. 0:02:34.480,0:02:38.680 Before we move on, you might have noticed[br]a not-so-secret pipe. This takes us to an 0:02:38.680,0:02:43.780 area with the game's optional pick-up: a big[br]coin. It's a really hard challenge, using 0:02:43.780,0:02:47.209 mechanics we haven't come across yet, designed[br]specifically for veterans. 0:02:47.209,0:02:51.920 Anyway. Back up top, we see the basic see-saw[br]mechanic has now become more challenging. There's 0:02:51.920,0:02:57.069 a bigger gap to jump, the platform now dips[br]into the poisonous water, and we see our first 0:02:57.069,0:03:02.310 interceptor. These are enemies that periodically[br]appear between platforms to make you consider 0:03:02.310,0:03:05.010 timing, as well as jumping and landing. 0:03:05.010,0:03:09.370 We get another jump, with another interceptor, this[br]time with Wigglers on the platforms so you'll 0:03:09.370,0:03:14.120 have to bounce off their backs to proceed.[br]It adds a slight wrinkle to the basic jump. 0:03:14.120,0:03:19.060 Now the challenge is really starting to ramp[br]up. These bridges have only one pivot point, 0:03:19.060,0:03:23.989 and so spin in a full 360. Plus: their spins are[br]out of sync, so you can't just wait for them 0:03:23.989,0:03:28.599 to line up and will inevitably have to do[br]some tricky jumping to stay alive. 0:03:28.599,0:03:33.430 That block is interesting. Mario games are[br]always asking you to make tricky decisions. 0:03:33.430,0:03:37.800 You can wimp out and ignore the block, or[br]you can risk everything to get a 1UP mushroom. 0:03:37.800,0:03:40.129 It's optional, though, so players get to choose. 0:03:40.129,0:03:44.769 This section looks quite intimidating, but is actually[br]another set-up for a power trip. Mario 0:03:44.769,0:03:48.510 games, at the end of the day, want you to[br]have fun and this sort of moment is just there 0:03:48.510,0:03:52.739 to make you smile. It's really hard to mess[br]up, too, as the placement of the Koopa and 0:03:52.739,0:03:56.739 the Wiggler will make almost every player[br]throw a shell to the right. 0:03:56.739,0:04:01.370 These red rings cause time-sensitive coins[br]to appear. This is important, because playing 0:04:01.370,0:04:07.299 Mario at a high speed is really fun and exhilarating,[br]but it often makes more sense to play it slow 0:04:07.299,0:04:12.620 and move slowly. These brief spurts of speed[br]add short moments of speed-running flair to 0:04:12.620,0:04:16.799 the game. Imagine how different, and how boring[br]this section would be if you waited patiently 0:04:16.799,0:04:20.019 for each spiky ball to fall before jumping. 0:04:20.019,0:04:23.800 Next up, a mutation of the spinning bridge.[br]This time, it's so long that you can't hope 0:04:23.800,0:04:27.740 to jump to the other side mid rotation. But[br]a cheeky ring of coins will encourage some 0:04:27.740,0:04:29.289 players to make a dumb decision. 0:04:29.289,0:04:34.749 Part of ramping up the challenge is increasing[br]the distance between safe zones. On this image, 0:04:34.749,0:04:39.159 the red areas are where Mario can fall in[br]the water, and the green areas are safe. As 0:04:39.159,0:04:43.229 the level goes on, there are longer and longer[br]periods where Mario has to think fast and 0:04:43.229,0:04:45.619 react on the spot, without being able to relax. 0:04:45.619,0:04:49.800 So, here, you can't even see the next safe[br]spot. You'll have to just go for it and react 0:04:49.800,0:04:55.020 to whatever the level throws at you. Complete all this,[br]and you'll get a reward: an easy three Koopa 0:04:55.020,0:04:55.860 kill. 0:04:55.860,0:05:00.270 And now, the final challenge: a whole bunch[br]of different spinning bridges. There's a mutation 0:05:00.270,0:05:04.379 we haven't see before. And a long distance[br]until the next safe space. And we finish with 0:05:04.379,0:05:08.539 an echo to the beginning: a Wiggler that is[br]no threat to us, but we can't help but kill him. 0:05:10.940,0:05:12.940 MARIO: Oh yeah, Mario time! 0:05:16.860,0:05:21.420 There are loads of great moments in Super[br]Mario Bros. 3, but one level really stuck 0:05:21.430,0:05:26.310 out for me during this playthrough. It was[br]a level that trolled me. That played a joke on me. 0:05:26.310,0:05:31.020 It's stage 4-6, which is in the game's iconic Giant Land. 0:05:31.029,0:05:35.180 We actually get a reminder of that New Super[br]Mario Bros. U level, here. There's a Koopa 0:05:35.180,0:05:40.349 who can't hurt you, but you'll probably kill[br]it anyway, because you're a terrible monster. 0:05:40.349,0:05:44.270 This is more of a gimmick level than anything.[br]You can switch between the giant enemies and 0:05:44.270,0:05:48.939 the normal sized enemies by going in these[br]magic doors. It doesn't change much, but it 0:05:48.939,0:05:52.860 gives the player an interesting choice, and it's a clever[br]idea overall. 0:05:52.860,0:05:57.009 Now here's where the joke happens. You bound[br]over this Koopa, and end up flying into this 0:05:57.009,0:06:01.649 wall, which spits out a star man. If you've[br]never played a Mario game, this thing makes 0:06:01.649,0:06:05.729 you invincible for a short time and lets you[br]instantly defeat any enemy you touch. 0:06:05.729,0:06:09.499 Once you get it you start to kill enemies like[br]this Goomba, and then, while you're on your 0:06:09.499,0:06:14.399 murderous rampage, you decide to kill this[br]Koopa too. But as you try to escape, an invisible 0:06:14.399,0:06:18.929 block appears over your head. And then another![br]And another! The third one spits out a 1UP 0:06:18.929,0:06:22.779 mushroom but you probably won't get it, and[br]also your star man has run out before you 0:06:22.779,0:06:25.439 get to easily dispatch a pair of Koopa. 0:06:25.439,0:06:29.360 It's a moment of surprise. It's a joke between[br]the developer and the player. 0:06:29.360,0:06:31.479 Definitely a memorable moment. 0:06:31.479,0:06:35.800 The rest of the level is pretty typical. Some[br]jumping puzzles, and a reminder that while 0:06:35.800,0:06:39.999 Koopas aren't a particularly tough enemy to[br]dispatch, their predictable patrol pattern 0:06:39.999,0:06:44.059 can add a slight element of timing to a simple[br]jumping section like this. 0:06:49.020,0:06:54.400 For Super Mario World, we're checking out[br]Chocolate Island 3. The mechanic in this level 0:06:54.409,0:06:58.610 is actually a more challenging version of[br]one seen much earlier in the game, in Donut 0:06:58.610,0:07:03.559 Plains 3. This time around, the rotating platform[br]only has one arm. 0:07:03.559,0:07:08.539 We start, as usual, by getting to experiment[br]with the idea in a largely safe environment. 0:07:08.540,0:07:13.500 It's easy to get on board, there are no enemies,[br]and there's only one platform between safe zones. 0:07:13.509,0:07:18.429 Straight away, we see an addition to the challenge.[br]Now, a Koopa is on the central point, which 0:07:18.429,0:07:22.229 means that if we need to land on that section we'll[br]have to be careful not to touch the Koopa 0:07:22.229,0:07:24.959 or bounce off its shell into danger. 0:07:24.959,0:07:29.709 Now we have three spinning bridges between[br]safe zones. And look at how the distance between 0:07:29.709,0:07:34.039 these platforms is smaller than the distance[br]between these. It's subtle, but it's 0:07:34.039,0:07:35.429 still a step up. 0:07:35.429,0:07:39.979 Again, we can choose to contend with the Koopa[br]and get this block, or ignore him altogether 0:07:39.979,0:07:41.819 and run along the top. 0:07:41.819,0:07:46.110 Here, the two spinning platforms are out of[br]sync. Again, a subtle change to how things 0:07:46.110,0:07:50.819 work but it adds an extra challenge for Mario to[br]overcome. And, like before, we get to choose 0:07:50.819,0:07:53.319 whether we want to risk going into this pipe. 0:07:53.319,0:07:58.199 If we do, we're given a really good reward. Not just[br]a bunch of coins, but a fun and cathartic 0:07:58.199,0:08:02.360 mini-game in which to collect them. Mario[br]levels are all about balancing moments of 0:08:02.360,0:08:07.149 threat and moments of pure fun. And providing[br]satisfying rewards to moments of risk. It's 0:08:07.149,0:08:10.669 actually more of a risk than you might realise:[br]you'll miss the mid-level checkpoint if you 0:08:10.669,0:08:11.739 take this route. 0:08:11.739,0:08:16.379 Anyway. That checkpoint is, quite cheekily,[br]hanging in the air and only accessible if 0:08:16.379,0:08:19.989 you take this tricky high route and then land[br]on this small platform. 0:08:19.989,0:08:24.539 After some more jumping, we see a mutation[br]to the challenge. Now, instead a Koopa, the 0:08:24.539,0:08:28.709 central platforms are patrolled by Fuzzies[br]which you can't land on, and they go underneath 0:08:28.709,0:08:33.209 to force Mario to duck during the low points[br]of these swinging platforms. We also get a 0:08:33.209,0:08:34.879 classic intercept. 0:08:34.879,0:08:40.209 And then the big finale. Six platforms between[br]safe zones, some of which are out of sync. 0:08:40.209,0:08:44.199 There are Fuzzies on almost every central[br]point, and a question mark block and two Koopa 0:08:44.199,0:08:47.550 coins to encourage risky play. And a Koopa[br]Paratroopa intercept. 0:08:47.550,0:08:52.950 Finally, a vine and one last echo of the level's[br]mechanic, let us end the stage. 0:09:02.400,0:09:08.019 Finally, Super Mario Bros. These stages are[br]often a little more simple, as Nintendo was 0:09:08.019,0:09:12.310 finding its feet and, this being the first[br]game, every challenge and enemy would be exciting 0:09:12.310,0:09:15.840 to players in a way that, say, piranha plants[br]just aren't anymore. 0:09:15.840,0:09:20.360 But there's still plenty to learn, and not[br]just from Stage 1-1, which may be the most 0:09:20.360,0:09:25.209 analysed level in any video game ever. Instead,[br]I want to show you something I love, and something 0:09:25.209,0:09:28.310 I don't, in Stage 8-2. 0:09:28.310,0:09:33.470 This level reintroduces us to Lakitu, and[br]immediately puts us in danger as we must dodge 0:09:33.470,0:09:39.440 him, his Spinies, and a Koopa Paratroopa on a broken staircase. This level just isn't messing around. 0:09:39.440,0:09:44.560 But, this puts us in a position where we can[br]quite safely and easily dispatch Lakitu - an 0:09:44.560,0:09:48.889 enemy that has terrorised us earlier in the[br]game. It reminds me of when you finally get 0:09:48.889,0:09:52.240 to take down the helicopter that chases you[br]in Half Life 2. 0:09:52.240,0:09:56.750 This is the bit that stuck out to me. You[br]jump on this spring - because, why wouldn't you? - and 0:09:56.750,0:10:01.170 it dislodges a 1UP mushroom. But you can't[br]grab it so you have to run through this next 0:10:01.170,0:10:05.730 bit, keeping one eye on the shroom up high[br]and another on the pits and enemies down low. 0:10:05.730,0:10:09.779 It's another example of pushing the player[br]to become a speed runner, if only for a few 0:10:09.779,0:10:13.149 seconds, to give an exhilarating moment of[br]momentum and speed. 0:10:13.149,0:10:17.589 For this next section, we are beset by bullet[br]bills. But if you're an adept platformer you 0:10:17.589,0:10:22.589 can avoid them, and all the enemies, completely[br]by staying on these upper platforms. Until 0:10:22.589,0:10:25.360 this guy comes along and scuppers your plans, of course. 0:10:25.360,0:10:30.220 Now this bit kind of sucks. It's just a huge[br]jump. It will sap your lives, and it's not 0:10:30.220,0:10:33.870 an interesting challenge. There's only so[br]far you can keep expanding the distance of 0:10:33.870,0:10:36.940 your jumps before they become unfair and un-fun. 0:10:36.940,0:10:41.460 After that, we get some tricky sections but[br]with very simple obstacles. Just enemies we've 0:10:41.470,0:10:46.029 seen before, but in layouts that force[br]you to make precision jumps. We get a final 0:10:46.029,0:10:50.809 echo of that first staircase, but now with[br]even more pitfalls, before we finish the stage. 0:10:58.520,0:11:05.420 So, while I start work on my first Mario Maker[br]stage, let's recap what we found out. A typical 0:11:05.420,0:11:10.759 Mario level will only have one or two ideas,[br]and then iterate upon them to make it increasingly 0:11:10.759,0:11:11.490 challenging. 0:11:11.490,0:11:16.519 That might involve bumping up the gap between[br]jumps or making the timing harder to follow. 0:11:16.519,0:11:20.569 That might mean increasing the distance between[br]safe zones, or placing enemies - either as 0:11:20.569,0:11:25.470 interceptors between jumps or as obstacles[br]on the path. It could involve changing the 0:11:25.470,0:11:29.329 mechanic completely to make it more complex[br]or take away safety nets. 0:11:29.329,0:11:33.439 We can use coins to lure the player through[br]the level, and optional rewards to encourage 0:11:33.439,0:11:37.629 risky play. We can use time sensitive events[br]to make a player want to go fast, if only 0:11:37.629,0:11:42.060 for a moment. And we can offer moments of[br]fun and catharsis, either as a reward or as 0:11:42.060,0:11:45.579 a palette cleanser between moments of challenge. 0:11:45.579,0:11:49.639 And here's what I've got. Now, perhaps the[br]biggest limitation of Mario Maker is that 0:11:49.639,0:11:53.459 you can't exactly make your own level gimmick[br]- you're limited to what's available in the 0:11:53.459,0:11:59.379 toolbox. So, platforms on tracks aren't exactly[br]new, but I'm going to try and find some fresh ways 0:11:59.379,0:12:01.430 of iterating on that basic premise. 0:12:01.430,0:12:06.009 At the start of the level, we get to see how[br]these things work and play with it in a safe 0:12:06.009,0:12:11.069 area. If we fall, a safety net lets us get[br]up and try again. We then get a mushroom, 0:12:11.069,0:12:12.759 and a hint at what's to come. 0:12:12.759,0:12:17.170 Our first iteration is having to jump between[br]two platforms, while dealing with an intercepting 0:12:17.170,0:12:21.629 Koopa Paratroopa. Then there's this bit where[br]a Goomba bounces off a music block which, 0:12:21.629,0:12:25.649 to be honest, is a bit rubbish. But it happened[br]by accident and I liked it enough to keep it in. 0:12:25.649,0:12:30.279 Next there are three moving platforms. And[br]here, you get a choice. Are you going to take 0:12:30.279,0:12:34.230 the easy route and keep moving, or are you[br]going to take the risky option, up through 0:12:34.230,0:12:35.499 these spikes? 0:12:35.499,0:12:40.540 If you do, you'll have a small gauntlet to[br]face. Bullet bills, dropping donut platforms, 0:12:40.540,0:12:45.350 and spikes. Then, a 1UP mushroom chase that[br]I stole wholesale from Super Mario Bros., but 0:12:45.350,0:12:49.279 with spikes to keep it in tune with the rest[br]of the stage. If you're quick, you'll get 0:12:49.279,0:12:52.410 the 1UP. If you're not, then it will fall[br]into these spikes. 0:12:52.410,0:12:54.009 Either way, this door takes you 0:12:54.009,0:12:58.120 back to the level. I put it in the sky, as[br]a little homage to Super Mario Bros. 2, because 0:12:58.120,0:13:00.470 I felt sorry for it being left out of Mario[br]Maker. 0:13:00.470,0:13:04.660 Anyway! Back down here, we have a Koopa on[br]a small platform to deal with. By the way, 0:13:04.660,0:13:09.259 I chose to use these mushroom platforms because[br]while they act exactly like standard ground, 0:13:09.259,0:13:13.100 I think they feel less safe. I might be reaching[br]with that one. 0:13:13.100,0:13:17.220 Next, we have to deal with these flame throwers.[br]I deliberately put a piece of track going 0:13:17.220,0:13:21.689 down, here, so you'd have more time to see[br]how the flame throwers work. Then, you have 0:13:21.689,0:13:25.629 to deal with them. You can escape up here,[br]which puts you out of harm's way, but you'll 0:13:25.629,0:13:28.230 never know what was in that question mark[br]box! 0:13:28.230,0:13:29.610 It was a feather. 0:13:29.610,0:13:34.410 We get a safe zone, and - oh my god - I didn't[br]foresee this happening. But I like it, and 0:13:34.410,0:13:38.399 I love how it has a random, low chance of[br]happening. So that definitely stays. 0:13:38.399,0:13:43.550 The next bit sets the scene and is a warning,[br]but it can't actually hurt you unless you 0:13:43.550,0:13:48.519 jump. But the next version of this, which[br]you can see from this platform, can. You'll 0:13:48.519,0:13:52.399 get a chance to figure out what to do while[br]you ride up here. Then you get a moment 0:13:52.399,0:13:54.220 of catharsis before the challenge. 0:13:54.220,0:13:58.499 Now, the solution here, of course, is to use[br]the musical note to jump over the blade. But 0:13:58.499,0:14:01.439 timing this with the platform is a little[br]tricky. 0:14:01.439,0:14:06.620 I kind of troll you with these unattainable[br]coins, but the real reward is getting to kick 0:14:06.620,0:14:11.439 this shell down these steps to kill a bunch[br]of Spinies and earn a handful of 1UPs. 0:14:11.439,0:14:15.959 The saw blade in the wall is an echo to the[br]start of the level, kind of like a bookend. 0:14:15.959,0:14:20.939 And then we get our final choice. Ride the[br]easy platform over to the exit goal. Or take 0:14:20.939,0:14:26.239 this terrifying saw blade ride up here so[br]you can get an extra life. 0:14:27.800,0:14:32.839 Phew! So there we have it. My first ever Mario[br]Maker level and, I'm pleased with it. It's 0:14:32.839,0:14:38.050 not perfect, it's a little easy, perhaps - the musical[br]note jump could be harder, and the 1UP chase 0:14:38.050,0:14:41.720 is actually pretty hard to mess up. Bullet[br]bills are slow, it turns out. 0:14:41.720,0:14:46.180 But in general, I think it's a pretty good first[br]attempt. And it mostly adheres to the principles 0:14:46.180,0:14:47.749 I discovered in my analysis. 0:14:47.749,0:14:51.819 So, let me know what you think. And, when[br]Mario Maker comes out, let me know what you 0:14:51.819,0:14:55.649 come up with by leaving your level code in[br]the comments below. Plus, please like the 0:14:55.649,0:14:59.560 episode, subscribe on YouTube, and consider[br]supporting Game Maker's Toolkit on Patreon.