1 00:00:00,610 --> 00:00:06,430 Hi, this is Mark Brown with Game Maker's Toolkit, a series on video game design. 2 00:00:07,700 --> 00:00:14,160 Games with user generated content can be great stepping stones for wannabe designers. 3 00:00:14,169 --> 00:00:20,090 Games like LittleBigPlanet, simple level making engines like Duke Nukem 3D's Build, the track 4 00:00:20,090 --> 00:00:25,830 editor in Trials, and modding tools for Skyrim let you try your hand at design, without having 5 00:00:25,830 --> 00:00:29,010 to learn Unity, or Xcode, or something like that. 6 00:00:29,010 --> 00:00:34,750 Which is why I was excited to sit down with Super Mario Maker, the Wii U game where you 7 00:00:34,750 --> 00:00:39,870 can build your own Mario stages. I didn't want to build troll levels or goofy gimmick 8 00:00:39,870 --> 00:00:44,650 stages - I wanted to see if I could build good levels that follow Nintendo's design 9 00:00:44,650 --> 00:00:48,630 philosophies, and could feasibly exist inside a Mario game. 10 00:00:48,630 --> 00:00:53,350 But when I was faced with a blank screen and a box full of goombas and pipes and coins, 11 00:00:53,350 --> 00:00:57,880 I realised that didn't even know where to start. Even after thinking back to my video 12 00:00:57,880 --> 00:01:02,440 on "Super Mario 3D's 4 step level design", I felt stuck. 13 00:01:02,440 --> 00:01:06,560 Luckily, the other advantage to these level editors is that they come with a wealth of 14 00:01:06,560 --> 00:01:13,560 content to look at for ideas and best practices. Aka, the game itself. Or in the case of Super 15 00:01:13,560 --> 00:01:20,670 Mario Maker, four games: Super Mario Bros, Super Mario Bros 3, Super Mario World, and 16 00:01:20,670 --> 00:01:22,350 New Super Mario Bros U. 17 00:01:22,350 --> 00:01:27,890 So, with that in mind, I wanted to analyse a favourite level from each of these games 18 00:01:27,890 --> 00:01:32,350 and figure out how they're built, how they challenge and surprise the player, and if 19 00:01:32,350 --> 00:01:36,200 there are any ideas I can borrow, or steal, for my own stages. 20 00:01:36,200 --> 00:01:40,930 Let's start with New Super Mario Bros. U, and the level Seesaw Bridge, which is in 21 00:01:40,930 --> 00:01:41,930 the Soda Jungle. 22 00:01:41,930 --> 00:01:43,930 MARIO: Let's-a go! 23 00:01:44,090 --> 00:01:49,330 The first thing we see in this level, is actually kind of weird. There's a Wiggler on these 24 00:01:49,330 --> 00:01:54,119 blocks, and it isn't exactly a threat. All you can really do is kill it. An easy win 25 00:01:54,119 --> 00:01:56,479 before a slightly tricky level, perhaps? 26 00:01:56,479 --> 00:02:01,119 We're then introduced to the stage's main mechanic: these bridges that automatically 27 00:02:01,119 --> 00:02:06,780 see-saw up and down. We get a feel for them, but we're in no real danger: the tip never even 28 00:02:06,780 --> 00:02:11,730 goes underwater, so Mario is safe wherever he stands, and only has to make a small jump 29 00:02:11,730 --> 00:02:12,950 to get on. 30 00:02:12,950 --> 00:02:18,980 We get a power-up box, and now a bigger jump between two see-saws. The arc of the coins shows 31 00:02:18,980 --> 00:02:21,540 us the optimum time to jump off the bridge. 32 00:02:21,540 --> 00:02:27,540 The Koopa Troopa isn't so much a danger here. It's the set up for a fun moment: Mario veterans 33 00:02:27,540 --> 00:02:32,370 will want to lob his shell at the other Koopa, and - thanks to the layout of the level - this 34 00:02:32,370 --> 00:02:34,480 will take out three Wigglers. 35 00:02:34,480 --> 00:02:38,680 Before we move on, you might have noticed a not-so-secret pipe. This takes us to an 36 00:02:38,680 --> 00:02:43,780 area with the game's optional pick-up: a big coin. It's a really hard challenge, using 37 00:02:43,780 --> 00:02:47,209 mechanics we haven't come across yet, designed specifically for veterans. 38 00:02:47,209 --> 00:02:51,920 Anyway. Back up top, we see the basic see-saw mechanic has now become more challenging. There's 39 00:02:51,920 --> 00:02:57,069 a bigger gap to jump, the platform now dips into the poisonous water, and we see our first 40 00:02:57,069 --> 00:03:02,310 interceptor. These are enemies that periodically appear between platforms to make you consider 41 00:03:02,310 --> 00:03:05,010 timing, as well as jumping and landing. 42 00:03:05,010 --> 00:03:09,370 We get another jump, with another interceptor, this time with Wigglers on the platforms so you'll 43 00:03:09,370 --> 00:03:14,120 have to bounce off their backs to proceed. It adds a slight wrinkle to the basic jump. 44 00:03:14,120 --> 00:03:19,060 Now the challenge is really starting to ramp up. These bridges have only one pivot point, 45 00:03:19,060 --> 00:03:23,989 and so spin in a full 360. Plus: their spins are out of sync, so you can't just wait for them 46 00:03:23,989 --> 00:03:28,599 to line up and will inevitably have to do some tricky jumping to stay alive. 47 00:03:28,599 --> 00:03:33,430 That block is interesting. Mario games are always asking you to make tricky decisions. 48 00:03:33,430 --> 00:03:37,800 You can wimp out and ignore the block, or you can risk everything to get a 1UP mushroom. 49 00:03:37,800 --> 00:03:40,129 It's optional, though, so players get to choose. 50 00:03:40,129 --> 00:03:44,769 This section looks quite intimidating, but is actually another set-up for a power trip. Mario 51 00:03:44,769 --> 00:03:48,510 games, at the end of the day, want you to have fun and this sort of moment is just there 52 00:03:48,510 --> 00:03:52,739 to make you smile. It's really hard to mess up, too, as the placement of the Koopa and 53 00:03:52,739 --> 00:03:56,739 the Wiggler will make almost every player throw a shell to the right. 54 00:03:56,739 --> 00:04:01,370 These red rings cause time-sensitive coins to appear. This is important, because playing 55 00:04:01,370 --> 00:04:07,299 Mario at a high speed is really fun and exhilarating, but it often makes more sense to play it slow 56 00:04:07,299 --> 00:04:12,620 and move slowly. These brief spurts of speed add short moments of speed-running flair to 57 00:04:12,620 --> 00:04:16,799 the game. Imagine how different, and how boring this section would be if you waited patiently 58 00:04:16,799 --> 00:04:20,019 for each spiky ball to fall before jumping. 59 00:04:20,019 --> 00:04:23,800 Next up, a mutation of the spinning bridge. This time, it's so long that you can't hope 60 00:04:23,800 --> 00:04:27,740 to jump to the other side mid rotation. But a cheeky ring of coins will encourage some 61 00:04:27,740 --> 00:04:29,289 players to make a dumb decision. 62 00:04:29,289 --> 00:04:34,749 Part of ramping up the challenge is increasing the distance between safe zones. On this image, 63 00:04:34,749 --> 00:04:39,159 the red areas are where Mario can fall in the water, and the green areas are safe. As 64 00:04:39,159 --> 00:04:43,229 the level goes on, there are longer and longer periods where Mario has to think fast and 65 00:04:43,229 --> 00:04:45,619 react on the spot, without being able to relax. 66 00:04:45,619 --> 00:04:49,800 So, here, you can't even see the next safe spot. You'll have to just go for it and react 67 00:04:49,800 --> 00:04:55,020 to whatever the level throws at you. Complete all this, and you'll get a reward: an easy three Koopa 68 00:04:55,020 --> 00:04:55,860 kill. 69 00:04:55,860 --> 00:05:00,270 And now, the final challenge: a whole bunch of different spinning bridges. There's a mutation 70 00:05:00,270 --> 00:05:04,379 we haven't see before. And a long distance until the next safe space. And we finish with 71 00:05:04,379 --> 00:05:08,539 an echo to the beginning: a Wiggler that is no threat to us, but we can't help but kill him. 72 00:05:10,940 --> 00:05:12,940 MARIO: Oh yeah, Mario time! 73 00:05:16,860 --> 00:05:21,420 There are loads of great moments in Super Mario Bros. 3, but one level really stuck 74 00:05:21,430 --> 00:05:26,310 out for me during this playthrough. It was a level that trolled me. That played a joke on me. 75 00:05:26,310 --> 00:05:31,020 It's stage 4-6, which is in the game's iconic Giant Land. 76 00:05:31,029 --> 00:05:35,180 We actually get a reminder of that New Super Mario Bros. U level, here. There's a Koopa 77 00:05:35,180 --> 00:05:40,349 who can't hurt you, but you'll probably kill it anyway, because you're a terrible monster. 78 00:05:40,349 --> 00:05:44,270 This is more of a gimmick level than anything. You can switch between the giant enemies and 79 00:05:44,270 --> 00:05:48,939 the normal sized enemies by going in these magic doors. It doesn't change much, but it 80 00:05:48,939 --> 00:05:52,860 gives the player an interesting choice, and it's a clever idea overall. 81 00:05:52,860 --> 00:05:57,009 Now here's where the joke happens. You bound over this Koopa, and end up flying into this 82 00:05:57,009 --> 00:06:01,649 wall, which spits out a star man. If you've never played a Mario game, this thing makes 83 00:06:01,649 --> 00:06:05,729 you invincible for a short time and lets you instantly defeat any enemy you touch. 84 00:06:05,729 --> 00:06:09,499 Once you get it you start to kill enemies like this Goomba, and then, while you're on your 85 00:06:09,499 --> 00:06:14,399 murderous rampage, you decide to kill this Koopa too. But as you try to escape, an invisible 86 00:06:14,399 --> 00:06:18,929 block appears over your head. And then another! And another! The third one spits out a 1UP 87 00:06:18,929 --> 00:06:22,779 mushroom but you probably won't get it, and also your star man has run out before you 88 00:06:22,779 --> 00:06:25,439 get to easily dispatch a pair of Koopa. 89 00:06:25,439 --> 00:06:29,360 It's a moment of surprise. It's a joke between the developer and the player. 90 00:06:29,360 --> 00:06:31,479 Definitely a memorable moment. 91 00:06:31,479 --> 00:06:35,800 The rest of the level is pretty typical. Some jumping puzzles, and a reminder that while 92 00:06:35,800 --> 00:06:39,999 Koopas aren't a particularly tough enemy to dispatch, their predictable patrol pattern 93 00:06:39,999 --> 00:06:44,059 can add a slight element of timing to a simple jumping section like this. 94 00:06:49,020 --> 00:06:54,400 For Super Mario World, we're checking out Chocolate Island 3. The mechanic in this level 95 00:06:54,409 --> 00:06:58,610 is actually a more challenging version of one seen much earlier in the game, in Donut 96 00:06:58,610 --> 00:07:03,559 Plains 3. This time around, the rotating platform only has one arm. 97 00:07:03,559 --> 00:07:08,539 We start, as usual, by getting to experiment with the idea in a largely safe environment. 98 00:07:08,540 --> 00:07:13,500 It's easy to get on board, there are no enemies, and there's only one platform between safe zones. 99 00:07:13,509 --> 00:07:18,429 Straight away, we see an addition to the challenge. Now, a Koopa is on the central point, which 100 00:07:18,429 --> 00:07:22,229 means that if we need to land on that section we'll have to be careful not to touch the Koopa 101 00:07:22,229 --> 00:07:24,959 or bounce off its shell into danger. 102 00:07:24,959 --> 00:07:29,709 Now we have three spinning bridges between safe zones. And look at how the distance between 103 00:07:29,709 --> 00:07:34,039 these platforms is smaller than the distance between these. It's subtle, but it's 104 00:07:34,039 --> 00:07:35,429 still a step up. 105 00:07:35,429 --> 00:07:39,979 Again, we can choose to contend with the Koopa and get this block, or ignore him altogether 106 00:07:39,979 --> 00:07:41,819 and run along the top. 107 00:07:41,819 --> 00:07:46,110 Here, the two spinning platforms are out of sync. Again, a subtle change to how things 108 00:07:46,110 --> 00:07:50,819 work but it adds an extra challenge for Mario to overcome. And, like before, we get to choose 109 00:07:50,819 --> 00:07:53,319 whether we want to risk going into this pipe. 110 00:07:53,319 --> 00:07:58,199 If we do, we're given a really good reward. Not just a bunch of coins, but a fun and cathartic 111 00:07:58,199 --> 00:08:02,360 mini-game in which to collect them. Mario levels are all about balancing moments of 112 00:08:02,360 --> 00:08:07,149 threat and moments of pure fun. And providing satisfying rewards to moments of risk. It's 113 00:08:07,149 --> 00:08:10,669 actually more of a risk than you might realise: you'll miss the mid-level checkpoint if you 114 00:08:10,669 --> 00:08:11,739 take this route. 115 00:08:11,739 --> 00:08:16,379 Anyway. That checkpoint is, quite cheekily, hanging in the air and only accessible if 116 00:08:16,379 --> 00:08:19,989 you take this tricky high route and then land on this small platform. 117 00:08:19,989 --> 00:08:24,539 After some more jumping, we see a mutation to the challenge. Now, instead a Koopa, the 118 00:08:24,539 --> 00:08:28,709 central platforms are patrolled by Fuzzies which you can't land on, and they go underneath 119 00:08:28,709 --> 00:08:33,209 to force Mario to duck during the low points of these swinging platforms. We also get a 120 00:08:33,209 --> 00:08:34,879 classic intercept. 121 00:08:34,879 --> 00:08:40,209 And then the big finale. Six platforms between safe zones, some of which are out of sync. 122 00:08:40,209 --> 00:08:44,199 There are Fuzzies on almost every central point, and a question mark block and two Koopa 123 00:08:44,199 --> 00:08:47,550 coins to encourage risky play. And a Koopa Paratroopa intercept. 124 00:08:47,550 --> 00:08:52,950 Finally, a vine and one last echo of the level's mechanic, let us end the stage. 125 00:09:02,400 --> 00:09:08,019 Finally, Super Mario Bros. These stages are often a little more simple, as Nintendo was 126 00:09:08,019 --> 00:09:12,310 finding its feet and, this being the first game, every challenge and enemy would be exciting 127 00:09:12,310 --> 00:09:15,840 to players in a way that, say, piranha plants just aren't anymore. 128 00:09:15,840 --> 00:09:20,360 But there's still plenty to learn, and not just from Stage 1-1, which may be the most 129 00:09:20,360 --> 00:09:25,209 analysed level in any video game ever. Instead, I want to show you something I love, and something 130 00:09:25,209 --> 00:09:28,310 I don't, in Stage 8-2. 131 00:09:28,310 --> 00:09:33,470 This level reintroduces us to Lakitu, and immediately puts us in danger as we must dodge 132 00:09:33,470 --> 00:09:39,440 him, his Spinies, and a Koopa Paratroopa on a broken staircase. This level just isn't messing around. 133 00:09:39,440 --> 00:09:44,560 But, this puts us in a position where we can quite safely and easily dispatch Lakitu - an 134 00:09:44,560 --> 00:09:48,889 enemy that has terrorised us earlier in the game. It reminds me of when you finally get 135 00:09:48,889 --> 00:09:52,240 to take down the helicopter that chases you in Half Life 2. 136 00:09:52,240 --> 00:09:56,750 This is the bit that stuck out to me. You jump on this spring - because, why wouldn't you? - and 137 00:09:56,750 --> 00:10:01,170 it dislodges a 1UP mushroom. But you can't grab it so you have to run through this next 138 00:10:01,170 --> 00:10:05,730 bit, keeping one eye on the shroom up high and another on the pits and enemies down low. 139 00:10:05,730 --> 00:10:09,779 It's another example of pushing the player to become a speed runner, if only for a few 140 00:10:09,779 --> 00:10:13,149 seconds, to give an exhilarating moment of momentum and speed. 141 00:10:13,149 --> 00:10:17,589 For this next section, we are beset by bullet bills. But if you're an adept platformer you 142 00:10:17,589 --> 00:10:22,589 can avoid them, and all the enemies, completely by staying on these upper platforms. Until 143 00:10:22,589 --> 00:10:25,360 this guy comes along and scuppers your plans, of course. 144 00:10:25,360 --> 00:10:30,220 Now this bit kind of sucks. It's just a huge jump. It will sap your lives, and it's not 145 00:10:30,220 --> 00:10:33,870 an interesting challenge. There's only so far you can keep expanding the distance of 146 00:10:33,870 --> 00:10:36,940 your jumps before they become unfair and un-fun. 147 00:10:36,940 --> 00:10:41,460 After that, we get some tricky sections but with very simple obstacles. Just enemies we've 148 00:10:41,470 --> 00:10:46,029 seen before, but in layouts that force you to make precision jumps. We get a final 149 00:10:46,029 --> 00:10:50,809 echo of that first staircase, but now with even more pitfalls, before we finish the stage. 150 00:10:58,520 --> 00:11:05,420 So, while I start work on my first Mario Maker stage, let's recap what we found out. A typical 151 00:11:05,420 --> 00:11:10,759 Mario level will only have one or two ideas, and then iterate upon them to make it increasingly 152 00:11:10,759 --> 00:11:11,490 challenging. 153 00:11:11,490 --> 00:11:16,519 That might involve bumping up the gap between jumps or making the timing harder to follow. 154 00:11:16,519 --> 00:11:20,569 That might mean increasing the distance between safe zones, or placing enemies - either as 155 00:11:20,569 --> 00:11:25,470 interceptors between jumps or as obstacles on the path. It could involve changing the 156 00:11:25,470 --> 00:11:29,329 mechanic completely to make it more complex or take away safety nets. 157 00:11:29,329 --> 00:11:33,439 We can use coins to lure the player through the level, and optional rewards to encourage 158 00:11:33,439 --> 00:11:37,629 risky play. We can use time sensitive events to make a player want to go fast, if only 159 00:11:37,629 --> 00:11:42,060 for a moment. And we can offer moments of fun and catharsis, either as a reward or as 160 00:11:42,060 --> 00:11:45,579 a palette cleanser between moments of challenge. 161 00:11:45,579 --> 00:11:49,639 And here's what I've got. Now, perhaps the biggest limitation of Mario Maker is that 162 00:11:49,639 --> 00:11:53,459 you can't exactly make your own level gimmick - you're limited to what's available in the 163 00:11:53,459 --> 00:11:59,379 toolbox. So, platforms on tracks aren't exactly new, but I'm going to try and find some fresh ways 164 00:11:59,379 --> 00:12:01,430 of iterating on that basic premise. 165 00:12:01,430 --> 00:12:06,009 At the start of the level, we get to see how these things work and play with it in a safe 166 00:12:06,009 --> 00:12:11,069 area. If we fall, a safety net lets us get up and try again. We then get a mushroom, 167 00:12:11,069 --> 00:12:12,759 and a hint at what's to come. 168 00:12:12,759 --> 00:12:17,170 Our first iteration is having to jump between two platforms, while dealing with an intercepting 169 00:12:17,170 --> 00:12:21,629 Koopa Paratroopa. Then there's this bit where a Goomba bounces off a music block which, 170 00:12:21,629 --> 00:12:25,649 to be honest, is a bit rubbish. But it happened by accident and I liked it enough to keep it in. 171 00:12:25,649 --> 00:12:30,279 Next there are three moving platforms. And here, you get a choice. Are you going to take 172 00:12:30,279 --> 00:12:34,230 the easy route and keep moving, or are you going to take the risky option, up through 173 00:12:34,230 --> 00:12:35,499 these spikes? 174 00:12:35,499 --> 00:12:40,540 If you do, you'll have a small gauntlet to face. Bullet bills, dropping donut platforms, 175 00:12:40,540 --> 00:12:45,350 and spikes. Then, a 1UP mushroom chase that I stole wholesale from Super Mario Bros., but 176 00:12:45,350 --> 00:12:49,279 with spikes to keep it in tune with the rest of the stage. If you're quick, you'll get 177 00:12:49,279 --> 00:12:52,410 the 1UP. If you're not, then it will fall into these spikes. 178 00:12:52,410 --> 00:12:54,009 Either way, this door takes you 179 00:12:54,009 --> 00:12:58,120 back to the level. I put it in the sky, as a little homage to Super Mario Bros. 2, because 180 00:12:58,120 --> 00:13:00,470 I felt sorry for it being left out of Mario Maker. 181 00:13:00,470 --> 00:13:04,660 Anyway! Back down here, we have a Koopa on a small platform to deal with. By the way, 182 00:13:04,660 --> 00:13:09,259 I chose to use these mushroom platforms because while they act exactly like standard ground, 183 00:13:09,259 --> 00:13:13,100 I think they feel less safe. I might be reaching with that one. 184 00:13:13,100 --> 00:13:17,220 Next, we have to deal with these flame throwers. I deliberately put a piece of track going 185 00:13:17,220 --> 00:13:21,689 down, here, so you'd have more time to see how the flame throwers work. Then, you have 186 00:13:21,689 --> 00:13:25,629 to deal with them. You can escape up here, which puts you out of harm's way, but you'll 187 00:13:25,629 --> 00:13:28,230 never know what was in that question mark box! 188 00:13:28,230 --> 00:13:29,610 It was a feather. 189 00:13:29,610 --> 00:13:34,410 We get a safe zone, and - oh my god - I didn't foresee this happening. But I like it, and 190 00:13:34,410 --> 00:13:38,399 I love how it has a random, low chance of happening. So that definitely stays. 191 00:13:38,399 --> 00:13:43,550 The next bit sets the scene and is a warning, but it can't actually hurt you unless you 192 00:13:43,550 --> 00:13:48,519 jump. But the next version of this, which you can see from this platform, can. You'll 193 00:13:48,519 --> 00:13:52,399 get a chance to figure out what to do while you ride up here. Then you get a moment 194 00:13:52,399 --> 00:13:54,220 of catharsis before the challenge. 195 00:13:54,220 --> 00:13:58,499 Now, the solution here, of course, is to use the musical note to jump over the blade. But 196 00:13:58,499 --> 00:14:01,439 timing this with the platform is a little tricky. 197 00:14:01,439 --> 00:14:06,620 I kind of troll you with these unattainable coins, but the real reward is getting to kick 198 00:14:06,620 --> 00:14:11,439 this shell down these steps to kill a bunch of Spinies and earn a handful of 1UPs. 199 00:14:11,439 --> 00:14:15,959 The saw blade in the wall is an echo to the start of the level, kind of like a bookend. 200 00:14:15,959 --> 00:14:20,939 And then we get our final choice. Ride the easy platform over to the exit goal. Or take 201 00:14:20,939 --> 00:14:26,239 this terrifying saw blade ride up here so you can get an extra life. 202 00:14:27,800 --> 00:14:32,839 Phew! So there we have it. My first ever Mario Maker level and, I'm pleased with it. It's 203 00:14:32,839 --> 00:14:38,050 not perfect, it's a little easy, perhaps - the musical note jump could be harder, and the 1UP chase 204 00:14:38,050 --> 00:14:41,720 is actually pretty hard to mess up. Bullet bills are slow, it turns out. 205 00:14:41,720 --> 00:14:46,180 But in general, I think it's a pretty good first attempt. And it mostly adheres to the principles 206 00:14:46,180 --> 00:14:47,749 I discovered in my analysis. 207 00:14:47,749 --> 00:14:51,819 So, let me know what you think. And, when Mario Maker comes out, let me know what you 208 00:14:51,819 --> 00:14:55,649 come up with by leaving your level code in the comments below. Plus, please like the 209 00:14:55,649 --> 00:14:59,560 episode, subscribe on YouTube, and consider supporting Game Maker's Toolkit on Patreon.