[Script Info] Title: [Events] Format: Layer, Start, End, Style, Name, MarginL, MarginR, MarginV, Effect, Text Dialogue: 0,0:00:00.61,0:00:06.43,Default,,0000,0000,0000,,Hi, this is Mark Brown with Game Maker's Toolkit,\Na series on video game design. Dialogue: 0,0:00:07.70,0:00:14.16,Default,,0000,0000,0000,,Games with user generated content can be great stepping stones for wannabe designers. Dialogue: 0,0:00:14.17,0:00:20.09,Default,,0000,0000,0000,,Games like LittleBigPlanet, simple level making\Nengines like Duke Nukem 3D's Build, the track Dialogue: 0,0:00:20.09,0:00:25.83,Default,,0000,0000,0000,,editor in Trials, and modding tools for Skyrim\Nlet you try your hand at design, without having Dialogue: 0,0:00:25.83,0:00:29.01,Default,,0000,0000,0000,,to learn Unity, or Xcode, or something like\Nthat. Dialogue: 0,0:00:29.01,0:00:34.75,Default,,0000,0000,0000,,Which is why I was excited to sit down with\NSuper Mario Maker, the Wii U game where you Dialogue: 0,0:00:34.75,0:00:39.87,Default,,0000,0000,0000,,can build your own Mario stages. I didn't\Nwant to build troll levels or goofy gimmick Dialogue: 0,0:00:39.87,0:00:44.65,Default,,0000,0000,0000,,stages - I wanted to see if I could build\Ngood levels that follow Nintendo's design Dialogue: 0,0:00:44.65,0:00:48.63,Default,,0000,0000,0000,,philosophies, and could feasibly exist inside\Na Mario game. Dialogue: 0,0:00:48.63,0:00:53.35,Default,,0000,0000,0000,,But when I was faced with a blank screen and\Na box full of goombas and pipes and coins, Dialogue: 0,0:00:53.35,0:00:57.88,Default,,0000,0000,0000,,I realised that didn't even know where to\Nstart. Even after thinking back to my video Dialogue: 0,0:00:57.88,0:01:02.44,Default,,0000,0000,0000,,on "Super Mario 3D's 4 step level design",\NI felt stuck. Dialogue: 0,0:01:02.44,0:01:06.56,Default,,0000,0000,0000,,Luckily, the other advantage to these level\Neditors is that they come with a wealth of Dialogue: 0,0:01:06.56,0:01:13.56,Default,,0000,0000,0000,,content to look at for ideas and best practices.\NAka, the game itself. Or in the case of Super Dialogue: 0,0:01:13.56,0:01:20.67,Default,,0000,0000,0000,,Mario Maker, four games: Super Mario Bros,\NSuper Mario Bros 3, Super Mario World, and Dialogue: 0,0:01:20.67,0:01:22.35,Default,,0000,0000,0000,,New Super Mario Bros U. Dialogue: 0,0:01:22.35,0:01:27.89,Default,,0000,0000,0000,,So, with that in mind, I wanted to analyse\Na favourite level from each of these games Dialogue: 0,0:01:27.89,0:01:32.35,Default,,0000,0000,0000,,and figure out how they're built, how they\Nchallenge and surprise the player, and if Dialogue: 0,0:01:32.35,0:01:36.20,Default,,0000,0000,0000,,there are any ideas I can borrow, or steal, for my own\Nstages. Dialogue: 0,0:01:36.20,0:01:40.93,Default,,0000,0000,0000,,Let's start with New Super Mario Bros. U,\Nand the level Seesaw Bridge, which is in Dialogue: 0,0:01:40.93,0:01:41.93,Default,,0000,0000,0000,,the Soda Jungle. Dialogue: 0,0:01:41.93,0:01:43.93,Default,,0000,0000,0000,,MARIO: Let's-a go! Dialogue: 0,0:01:44.09,0:01:49.33,Default,,0000,0000,0000,,The first thing we see in this level, is actually\Nkind of weird. There's a Wiggler on these Dialogue: 0,0:01:49.33,0:01:54.12,Default,,0000,0000,0000,,blocks, and it isn't exactly a threat. All\Nyou can really do is kill it. An easy win Dialogue: 0,0:01:54.12,0:01:56.48,Default,,0000,0000,0000,,before a slightly tricky level, perhaps? Dialogue: 0,0:01:56.48,0:02:01.12,Default,,0000,0000,0000,,We're then introduced to the stage's main\Nmechanic: these bridges that automatically Dialogue: 0,0:02:01.12,0:02:06.78,Default,,0000,0000,0000,,see-saw up and down. We get a feel for them,\Nbut we're in no real danger: the tip never even Dialogue: 0,0:02:06.78,0:02:11.73,Default,,0000,0000,0000,,goes underwater, so Mario is safe wherever\Nhe stands, and only has to make a small jump Dialogue: 0,0:02:11.73,0:02:12.95,Default,,0000,0000,0000,,to get on. Dialogue: 0,0:02:12.95,0:02:18.98,Default,,0000,0000,0000,,We get a power-up box, and now a bigger jump\Nbetween two see-saws. The arc of the coins shows Dialogue: 0,0:02:18.98,0:02:21.54,Default,,0000,0000,0000,,us the optimum time to jump off the bridge. Dialogue: 0,0:02:21.54,0:02:27.54,Default,,0000,0000,0000,,The Koopa Troopa isn't so much a danger here.\NIt's the set up for a fun moment: Mario veterans Dialogue: 0,0:02:27.54,0:02:32.37,Default,,0000,0000,0000,,will want to lob his shell at the other Koopa,\Nand - thanks to the layout of the level - this Dialogue: 0,0:02:32.37,0:02:34.48,Default,,0000,0000,0000,,will take out three Wigglers. Dialogue: 0,0:02:34.48,0:02:38.68,Default,,0000,0000,0000,,Before we move on, you might have noticed\Na not-so-secret pipe. This takes us to an Dialogue: 0,0:02:38.68,0:02:43.78,Default,,0000,0000,0000,,area with the game's optional pick-up: a big\Ncoin. It's a really hard challenge, using Dialogue: 0,0:02:43.78,0:02:47.21,Default,,0000,0000,0000,,mechanics we haven't come across yet, designed\Nspecifically for veterans. Dialogue: 0,0:02:47.21,0:02:51.92,Default,,0000,0000,0000,,Anyway. Back up top, we see the basic see-saw\Nmechanic has now become more challenging. There's Dialogue: 0,0:02:51.92,0:02:57.07,Default,,0000,0000,0000,,a bigger gap to jump, the platform now dips\Ninto the poisonous water, and we see our first Dialogue: 0,0:02:57.07,0:03:02.31,Default,,0000,0000,0000,,interceptor. These are enemies that periodically\Nappear between platforms to make you consider Dialogue: 0,0:03:02.31,0:03:05.01,Default,,0000,0000,0000,,timing, as well as jumping and landing. Dialogue: 0,0:03:05.01,0:03:09.37,Default,,0000,0000,0000,,We get another jump, with another interceptor, this\Ntime with Wigglers on the platforms so you'll Dialogue: 0,0:03:09.37,0:03:14.12,Default,,0000,0000,0000,,have to bounce off their backs to proceed.\NIt adds a slight wrinkle to the basic jump. Dialogue: 0,0:03:14.12,0:03:19.06,Default,,0000,0000,0000,,Now the challenge is really starting to ramp\Nup. These bridges have only one pivot point, Dialogue: 0,0:03:19.06,0:03:23.99,Default,,0000,0000,0000,,and so spin in a full 360. Plus: their spins are\Nout of sync, so you can't just wait for them Dialogue: 0,0:03:23.99,0:03:28.60,Default,,0000,0000,0000,,to line up and will inevitably have to do\Nsome tricky jumping to stay alive. Dialogue: 0,0:03:28.60,0:03:33.43,Default,,0000,0000,0000,,That block is interesting. Mario games are\Nalways asking you to make tricky decisions. Dialogue: 0,0:03:33.43,0:03:37.80,Default,,0000,0000,0000,,You can wimp out and ignore the block, or\Nyou can risk everything to get a 1UP mushroom. Dialogue: 0,0:03:37.80,0:03:40.13,Default,,0000,0000,0000,,It's optional, though, so players get to choose. Dialogue: 0,0:03:40.13,0:03:44.77,Default,,0000,0000,0000,,This section looks quite intimidating, but is actually\Nanother set-up for a power trip. Mario Dialogue: 0,0:03:44.77,0:03:48.51,Default,,0000,0000,0000,,games, at the end of the day, want you to\Nhave fun and this sort of moment is just there Dialogue: 0,0:03:48.51,0:03:52.74,Default,,0000,0000,0000,,to make you smile. It's really hard to mess\Nup, too, as the placement of the Koopa and Dialogue: 0,0:03:52.74,0:03:56.74,Default,,0000,0000,0000,,the Wiggler will make almost every player\Nthrow a shell to the right. Dialogue: 0,0:03:56.74,0:04:01.37,Default,,0000,0000,0000,,These red rings cause time-sensitive coins\Nto appear. This is important, because playing Dialogue: 0,0:04:01.37,0:04:07.30,Default,,0000,0000,0000,,Mario at a high speed is really fun and exhilarating,\Nbut it often makes more sense to play it slow Dialogue: 0,0:04:07.30,0:04:12.62,Default,,0000,0000,0000,,and move slowly. These brief spurts of speed\Nadd short moments of speed-running flair to Dialogue: 0,0:04:12.62,0:04:16.80,Default,,0000,0000,0000,,the game. Imagine how different, and how boring\Nthis section would be if you waited patiently Dialogue: 0,0:04:16.80,0:04:20.02,Default,,0000,0000,0000,,for each spiky ball to fall before jumping. Dialogue: 0,0:04:20.02,0:04:23.80,Default,,0000,0000,0000,,Next up, a mutation of the spinning bridge.\NThis time, it's so long that you can't hope Dialogue: 0,0:04:23.80,0:04:27.74,Default,,0000,0000,0000,,to jump to the other side mid rotation. But\Na cheeky ring of coins will encourage some Dialogue: 0,0:04:27.74,0:04:29.29,Default,,0000,0000,0000,,players to make a dumb decision. Dialogue: 0,0:04:29.29,0:04:34.75,Default,,0000,0000,0000,,Part of ramping up the challenge is increasing\Nthe distance between safe zones. On this image, Dialogue: 0,0:04:34.75,0:04:39.16,Default,,0000,0000,0000,,the red areas are where Mario can fall in\Nthe water, and the green areas are safe. As Dialogue: 0,0:04:39.16,0:04:43.23,Default,,0000,0000,0000,,the level goes on, there are longer and longer\Nperiods where Mario has to think fast and Dialogue: 0,0:04:43.23,0:04:45.62,Default,,0000,0000,0000,,react on the spot, without being able to relax. Dialogue: 0,0:04:45.62,0:04:49.80,Default,,0000,0000,0000,,So, here, you can't even see the next safe\Nspot. You'll have to just go for it and react Dialogue: 0,0:04:49.80,0:04:55.02,Default,,0000,0000,0000,,to whatever the level throws at you. Complete all this,\Nand you'll get a reward: an easy three Koopa Dialogue: 0,0:04:55.02,0:04:55.86,Default,,0000,0000,0000,,kill. Dialogue: 0,0:04:55.86,0:05:00.27,Default,,0000,0000,0000,,And now, the final challenge: a whole bunch\Nof different spinning bridges. There's a mutation Dialogue: 0,0:05:00.27,0:05:04.38,Default,,0000,0000,0000,,we haven't see before. And a long distance\Nuntil the next safe space. And we finish with Dialogue: 0,0:05:04.38,0:05:08.54,Default,,0000,0000,0000,,an echo to the beginning: a Wiggler that is\Nno threat to us, but we can't help but kill him. Dialogue: 0,0:05:10.94,0:05:12.94,Default,,0000,0000,0000,,MARIO: Oh yeah, Mario time! Dialogue: 0,0:05:16.86,0:05:21.42,Default,,0000,0000,0000,,There are loads of great moments in Super\NMario Bros. 3, but one level really stuck Dialogue: 0,0:05:21.43,0:05:26.31,Default,,0000,0000,0000,,out for me during this playthrough. It was\Na level that trolled me. That played a joke on me. Dialogue: 0,0:05:26.31,0:05:31.02,Default,,0000,0000,0000,,It's stage 4-6, which is in the game's iconic Giant Land. Dialogue: 0,0:05:31.03,0:05:35.18,Default,,0000,0000,0000,,We actually get a reminder of that New Super\NMario Bros. U level, here. There's a Koopa Dialogue: 0,0:05:35.18,0:05:40.35,Default,,0000,0000,0000,,who can't hurt you, but you'll probably kill\Nit anyway, because you're a terrible monster. Dialogue: 0,0:05:40.35,0:05:44.27,Default,,0000,0000,0000,,This is more of a gimmick level than anything.\NYou can switch between the giant enemies and Dialogue: 0,0:05:44.27,0:05:48.94,Default,,0000,0000,0000,,the normal sized enemies by going in these\Nmagic doors. It doesn't change much, but it Dialogue: 0,0:05:48.94,0:05:52.86,Default,,0000,0000,0000,,gives the player an interesting choice, and it's a clever\Nidea overall. Dialogue: 0,0:05:52.86,0:05:57.01,Default,,0000,0000,0000,,Now here's where the joke happens. You bound\Nover this Koopa, and end up flying into this Dialogue: 0,0:05:57.01,0:06:01.65,Default,,0000,0000,0000,,wall, which spits out a star man. If you've\Nnever played a Mario game, this thing makes Dialogue: 0,0:06:01.65,0:06:05.73,Default,,0000,0000,0000,,you invincible for a short time and lets you\Ninstantly defeat any enemy you touch. Dialogue: 0,0:06:05.73,0:06:09.50,Default,,0000,0000,0000,,Once you get it you start to kill enemies like\Nthis Goomba, and then, while you're on your Dialogue: 0,0:06:09.50,0:06:14.40,Default,,0000,0000,0000,,murderous rampage, you decide to kill this\NKoopa too. But as you try to escape, an invisible Dialogue: 0,0:06:14.40,0:06:18.93,Default,,0000,0000,0000,,block appears over your head. And then another!\NAnd another! The third one spits out a 1UP Dialogue: 0,0:06:18.93,0:06:22.78,Default,,0000,0000,0000,,mushroom but you probably won't get it, and\Nalso your star man has run out before you Dialogue: 0,0:06:22.78,0:06:25.44,Default,,0000,0000,0000,,get to easily dispatch a pair of Koopa. Dialogue: 0,0:06:25.44,0:06:29.36,Default,,0000,0000,0000,,It's a moment of surprise. It's a joke between\Nthe developer and the player. Dialogue: 0,0:06:29.36,0:06:31.48,Default,,0000,0000,0000,,Definitely a memorable moment. Dialogue: 0,0:06:31.48,0:06:35.80,Default,,0000,0000,0000,,The rest of the level is pretty typical. Some\Njumping puzzles, and a reminder that while Dialogue: 0,0:06:35.80,0:06:39.100,Default,,0000,0000,0000,,Koopas aren't a particularly tough enemy to\Ndispatch, their predictable patrol pattern Dialogue: 0,0:06:39.100,0:06:44.06,Default,,0000,0000,0000,,can add a slight element of timing to a simple\Njumping section like this. Dialogue: 0,0:06:49.02,0:06:54.40,Default,,0000,0000,0000,,For Super Mario World, we're checking out\NChocolate Island 3. The mechanic in this level Dialogue: 0,0:06:54.41,0:06:58.61,Default,,0000,0000,0000,,is actually a more challenging version of\None seen much earlier in the game, in Donut Dialogue: 0,0:06:58.61,0:07:03.56,Default,,0000,0000,0000,,Plains 3. This time around, the rotating platform\Nonly has one arm. Dialogue: 0,0:07:03.56,0:07:08.54,Default,,0000,0000,0000,,We start, as usual, by getting to experiment\Nwith the idea in a largely safe environment. Dialogue: 0,0:07:08.54,0:07:13.50,Default,,0000,0000,0000,,It's easy to get on board, there are no enemies,\Nand there's only one platform between safe zones. Dialogue: 0,0:07:13.51,0:07:18.43,Default,,0000,0000,0000,,Straight away, we see an addition to the challenge.\NNow, a Koopa is on the central point, which Dialogue: 0,0:07:18.43,0:07:22.23,Default,,0000,0000,0000,,means that if we need to land on that section we'll\Nhave to be careful not to touch the Koopa Dialogue: 0,0:07:22.23,0:07:24.96,Default,,0000,0000,0000,,or bounce off its shell into danger. Dialogue: 0,0:07:24.96,0:07:29.71,Default,,0000,0000,0000,,Now we have three spinning bridges between\Nsafe zones. And look at how the distance between Dialogue: 0,0:07:29.71,0:07:34.04,Default,,0000,0000,0000,,these platforms is smaller than the distance\Nbetween these. It's subtle, but it's Dialogue: 0,0:07:34.04,0:07:35.43,Default,,0000,0000,0000,,still a step up. Dialogue: 0,0:07:35.43,0:07:39.98,Default,,0000,0000,0000,,Again, we can choose to contend with the Koopa\Nand get this block, or ignore him altogether Dialogue: 0,0:07:39.98,0:07:41.82,Default,,0000,0000,0000,,and run along the top. Dialogue: 0,0:07:41.82,0:07:46.11,Default,,0000,0000,0000,,Here, the two spinning platforms are out of\Nsync. Again, a subtle change to how things Dialogue: 0,0:07:46.11,0:07:50.82,Default,,0000,0000,0000,,work but it adds an extra challenge for Mario to\Novercome. And, like before, we get to choose Dialogue: 0,0:07:50.82,0:07:53.32,Default,,0000,0000,0000,,whether we want to risk going into this pipe. Dialogue: 0,0:07:53.32,0:07:58.20,Default,,0000,0000,0000,,If we do, we're given a really good reward. Not just\Na bunch of coins, but a fun and cathartic Dialogue: 0,0:07:58.20,0:08:02.36,Default,,0000,0000,0000,,mini-game in which to collect them. Mario\Nlevels are all about balancing moments of Dialogue: 0,0:08:02.36,0:08:07.15,Default,,0000,0000,0000,,threat and moments of pure fun. And providing\Nsatisfying rewards to moments of risk. It's Dialogue: 0,0:08:07.15,0:08:10.67,Default,,0000,0000,0000,,actually more of a risk than you might realise:\Nyou'll miss the mid-level checkpoint if you Dialogue: 0,0:08:10.67,0:08:11.74,Default,,0000,0000,0000,,take this route. Dialogue: 0,0:08:11.74,0:08:16.38,Default,,0000,0000,0000,,Anyway. That checkpoint is, quite cheekily,\Nhanging in the air and only accessible if Dialogue: 0,0:08:16.38,0:08:19.99,Default,,0000,0000,0000,,you take this tricky high route and then land\Non this small platform. Dialogue: 0,0:08:19.99,0:08:24.54,Default,,0000,0000,0000,,After some more jumping, we see a mutation\Nto the challenge. Now, instead a Koopa, the Dialogue: 0,0:08:24.54,0:08:28.71,Default,,0000,0000,0000,,central platforms are patrolled by Fuzzies\Nwhich you can't land on, and they go underneath Dialogue: 0,0:08:28.71,0:08:33.21,Default,,0000,0000,0000,,to force Mario to duck during the low points\Nof these swinging platforms. We also get a Dialogue: 0,0:08:33.21,0:08:34.88,Default,,0000,0000,0000,,classic intercept. Dialogue: 0,0:08:34.88,0:08:40.21,Default,,0000,0000,0000,,And then the big finale. Six platforms between\Nsafe zones, some of which are out of sync. Dialogue: 0,0:08:40.21,0:08:44.20,Default,,0000,0000,0000,,There are Fuzzies on almost every central\Npoint, and a question mark block and two Koopa Dialogue: 0,0:08:44.20,0:08:47.55,Default,,0000,0000,0000,,coins to encourage risky play. And a Koopa\NParatroopa intercept. Dialogue: 0,0:08:47.55,0:08:52.95,Default,,0000,0000,0000,,Finally, a vine and one last echo of the level's\Nmechanic, let us end the stage. Dialogue: 0,0:09:02.40,0:09:08.02,Default,,0000,0000,0000,,Finally, Super Mario Bros. These stages are\Noften a little more simple, as Nintendo was Dialogue: 0,0:09:08.02,0:09:12.31,Default,,0000,0000,0000,,finding its feet and, this being the first\Ngame, every challenge and enemy would be exciting Dialogue: 0,0:09:12.31,0:09:15.84,Default,,0000,0000,0000,,to players in a way that, say, piranha plants\Njust aren't anymore. Dialogue: 0,0:09:15.84,0:09:20.36,Default,,0000,0000,0000,,But there's still plenty to learn, and not\Njust from Stage 1-1, which may be the most Dialogue: 0,0:09:20.36,0:09:25.21,Default,,0000,0000,0000,,analysed level in any video game ever. Instead,\NI want to show you something I love, and something Dialogue: 0,0:09:25.21,0:09:28.31,Default,,0000,0000,0000,,I don't, in Stage 8-2. Dialogue: 0,0:09:28.31,0:09:33.47,Default,,0000,0000,0000,,This level reintroduces us to Lakitu, and\Nimmediately puts us in danger as we must dodge Dialogue: 0,0:09:33.47,0:09:39.44,Default,,0000,0000,0000,,him, his Spinies, and a Koopa Paratroopa on a broken staircase. This level just isn't messing around. Dialogue: 0,0:09:39.44,0:09:44.56,Default,,0000,0000,0000,,But, this puts us in a position where we can\Nquite safely and easily dispatch Lakitu - an Dialogue: 0,0:09:44.56,0:09:48.89,Default,,0000,0000,0000,,enemy that has terrorised us earlier in the\Ngame. It reminds me of when you finally get Dialogue: 0,0:09:48.89,0:09:52.24,Default,,0000,0000,0000,,to take down the helicopter that chases you\Nin Half Life 2. Dialogue: 0,0:09:52.24,0:09:56.75,Default,,0000,0000,0000,,This is the bit that stuck out to me. You\Njump on this spring - because, why wouldn't you? - and Dialogue: 0,0:09:56.75,0:10:01.17,Default,,0000,0000,0000,,it dislodges a 1UP mushroom. But you can't\Ngrab it so you have to run through this next Dialogue: 0,0:10:01.17,0:10:05.73,Default,,0000,0000,0000,,bit, keeping one eye on the shroom up high\Nand another on the pits and enemies down low. Dialogue: 0,0:10:05.73,0:10:09.78,Default,,0000,0000,0000,,It's another example of pushing the player\Nto become a speed runner, if only for a few Dialogue: 0,0:10:09.78,0:10:13.15,Default,,0000,0000,0000,,seconds, to give an exhilarating moment of\Nmomentum and speed. Dialogue: 0,0:10:13.15,0:10:17.59,Default,,0000,0000,0000,,For this next section, we are beset by bullet\Nbills. But if you're an adept platformer you Dialogue: 0,0:10:17.59,0:10:22.59,Default,,0000,0000,0000,,can avoid them, and all the enemies, completely\Nby staying on these upper platforms. Until Dialogue: 0,0:10:22.59,0:10:25.36,Default,,0000,0000,0000,,this guy comes along and scuppers your plans, of course. Dialogue: 0,0:10:25.36,0:10:30.22,Default,,0000,0000,0000,,Now this bit kind of sucks. It's just a huge\Njump. It will sap your lives, and it's not Dialogue: 0,0:10:30.22,0:10:33.87,Default,,0000,0000,0000,,an interesting challenge. There's only so\Nfar you can keep expanding the distance of Dialogue: 0,0:10:33.87,0:10:36.94,Default,,0000,0000,0000,,your jumps before they become unfair and un-fun. Dialogue: 0,0:10:36.94,0:10:41.46,Default,,0000,0000,0000,,After that, we get some tricky sections but\Nwith very simple obstacles. Just enemies we've Dialogue: 0,0:10:41.47,0:10:46.03,Default,,0000,0000,0000,,seen before, but in layouts that force\Nyou to make precision jumps. We get a final Dialogue: 0,0:10:46.03,0:10:50.81,Default,,0000,0000,0000,,echo of that first staircase, but now with\Neven more pitfalls, before we finish the stage. Dialogue: 0,0:10:58.52,0:11:05.42,Default,,0000,0000,0000,,So, while I start work on my first Mario Maker\Nstage, let's recap what we found out. A typical Dialogue: 0,0:11:05.42,0:11:10.76,Default,,0000,0000,0000,,Mario level will only have one or two ideas,\Nand then iterate upon them to make it increasingly Dialogue: 0,0:11:10.76,0:11:11.49,Default,,0000,0000,0000,,challenging. Dialogue: 0,0:11:11.49,0:11:16.52,Default,,0000,0000,0000,,That might involve bumping up the gap between\Njumps or making the timing harder to follow. Dialogue: 0,0:11:16.52,0:11:20.57,Default,,0000,0000,0000,,That might mean increasing the distance between\Nsafe zones, or placing enemies - either as Dialogue: 0,0:11:20.57,0:11:25.47,Default,,0000,0000,0000,,interceptors between jumps or as obstacles\Non the path. It could involve changing the Dialogue: 0,0:11:25.47,0:11:29.33,Default,,0000,0000,0000,,mechanic completely to make it more complex\Nor take away safety nets. Dialogue: 0,0:11:29.33,0:11:33.44,Default,,0000,0000,0000,,We can use coins to lure the player through\Nthe level, and optional rewards to encourage Dialogue: 0,0:11:33.44,0:11:37.63,Default,,0000,0000,0000,,risky play. We can use time sensitive events\Nto make a player want to go fast, if only Dialogue: 0,0:11:37.63,0:11:42.06,Default,,0000,0000,0000,,for a moment. And we can offer moments of\Nfun and catharsis, either as a reward or as Dialogue: 0,0:11:42.06,0:11:45.58,Default,,0000,0000,0000,,a palette cleanser between moments of challenge. Dialogue: 0,0:11:45.58,0:11:49.64,Default,,0000,0000,0000,,And here's what I've got. Now, perhaps the\Nbiggest limitation of Mario Maker is that Dialogue: 0,0:11:49.64,0:11:53.46,Default,,0000,0000,0000,,you can't exactly make your own level gimmick\N- you're limited to what's available in the Dialogue: 0,0:11:53.46,0:11:59.38,Default,,0000,0000,0000,,toolbox. So, platforms on tracks aren't exactly\Nnew, but I'm going to try and find some fresh ways Dialogue: 0,0:11:59.38,0:12:01.43,Default,,0000,0000,0000,,of iterating on that basic premise. Dialogue: 0,0:12:01.43,0:12:06.01,Default,,0000,0000,0000,,At the start of the level, we get to see how\Nthese things work and play with it in a safe Dialogue: 0,0:12:06.01,0:12:11.07,Default,,0000,0000,0000,,area. If we fall, a safety net lets us get\Nup and try again. We then get a mushroom, Dialogue: 0,0:12:11.07,0:12:12.76,Default,,0000,0000,0000,,and a hint at what's to come. Dialogue: 0,0:12:12.76,0:12:17.17,Default,,0000,0000,0000,,Our first iteration is having to jump between\Ntwo platforms, while dealing with an intercepting Dialogue: 0,0:12:17.17,0:12:21.63,Default,,0000,0000,0000,,Koopa Paratroopa. Then there's this bit where\Na Goomba bounces off a music block which, Dialogue: 0,0:12:21.63,0:12:25.65,Default,,0000,0000,0000,,to be honest, is a bit rubbish. But it happened\Nby accident and I liked it enough to keep it in. Dialogue: 0,0:12:25.65,0:12:30.28,Default,,0000,0000,0000,,Next there are three moving platforms. And\Nhere, you get a choice. Are you going to take Dialogue: 0,0:12:30.28,0:12:34.23,Default,,0000,0000,0000,,the easy route and keep moving, or are you\Ngoing to take the risky option, up through Dialogue: 0,0:12:34.23,0:12:35.50,Default,,0000,0000,0000,,these spikes? Dialogue: 0,0:12:35.50,0:12:40.54,Default,,0000,0000,0000,,If you do, you'll have a small gauntlet to\Nface. Bullet bills, dropping donut platforms, Dialogue: 0,0:12:40.54,0:12:45.35,Default,,0000,0000,0000,,and spikes. Then, a 1UP mushroom chase that\NI stole wholesale from Super Mario Bros., but Dialogue: 0,0:12:45.35,0:12:49.28,Default,,0000,0000,0000,,with spikes to keep it in tune with the rest\Nof the stage. If you're quick, you'll get Dialogue: 0,0:12:49.28,0:12:52.41,Default,,0000,0000,0000,,the 1UP. If you're not, then it will fall\Ninto these spikes. Dialogue: 0,0:12:52.41,0:12:54.01,Default,,0000,0000,0000,,Either way, this door takes you Dialogue: 0,0:12:54.01,0:12:58.12,Default,,0000,0000,0000,,back to the level. I put it in the sky, as\Na little homage to Super Mario Bros. 2, because Dialogue: 0,0:12:58.12,0:13:00.47,Default,,0000,0000,0000,,I felt sorry for it being left out of Mario\NMaker. Dialogue: 0,0:13:00.47,0:13:04.66,Default,,0000,0000,0000,,Anyway! Back down here, we have a Koopa on\Na small platform to deal with. By the way, Dialogue: 0,0:13:04.66,0:13:09.26,Default,,0000,0000,0000,,I chose to use these mushroom platforms because\Nwhile they act exactly like standard ground, Dialogue: 0,0:13:09.26,0:13:13.10,Default,,0000,0000,0000,,I think they feel less safe. I might be reaching\Nwith that one. Dialogue: 0,0:13:13.10,0:13:17.22,Default,,0000,0000,0000,,Next, we have to deal with these flame throwers.\NI deliberately put a piece of track going Dialogue: 0,0:13:17.22,0:13:21.69,Default,,0000,0000,0000,,down, here, so you'd have more time to see\Nhow the flame throwers work. Then, you have Dialogue: 0,0:13:21.69,0:13:25.63,Default,,0000,0000,0000,,to deal with them. You can escape up here,\Nwhich puts you out of harm's way, but you'll Dialogue: 0,0:13:25.63,0:13:28.23,Default,,0000,0000,0000,,never know what was in that question mark\Nbox! Dialogue: 0,0:13:28.23,0:13:29.61,Default,,0000,0000,0000,,It was a feather. Dialogue: 0,0:13:29.61,0:13:34.41,Default,,0000,0000,0000,,We get a safe zone, and - oh my god - I didn't\Nforesee this happening. But I like it, and Dialogue: 0,0:13:34.41,0:13:38.40,Default,,0000,0000,0000,,I love how it has a random, low chance of\Nhappening. So that definitely stays. Dialogue: 0,0:13:38.40,0:13:43.55,Default,,0000,0000,0000,,The next bit sets the scene and is a warning,\Nbut it can't actually hurt you unless you Dialogue: 0,0:13:43.55,0:13:48.52,Default,,0000,0000,0000,,jump. But the next version of this, which\Nyou can see from this platform, can. You'll Dialogue: 0,0:13:48.52,0:13:52.40,Default,,0000,0000,0000,,get a chance to figure out what to do while\Nyou ride up here. Then you get a moment Dialogue: 0,0:13:52.40,0:13:54.22,Default,,0000,0000,0000,,of catharsis before the challenge. Dialogue: 0,0:13:54.22,0:13:58.50,Default,,0000,0000,0000,,Now, the solution here, of course, is to use\Nthe musical note to jump over the blade. But Dialogue: 0,0:13:58.50,0:14:01.44,Default,,0000,0000,0000,,timing this with the platform is a little\Ntricky. Dialogue: 0,0:14:01.44,0:14:06.62,Default,,0000,0000,0000,,I kind of troll you with these unattainable\Ncoins, but the real reward is getting to kick Dialogue: 0,0:14:06.62,0:14:11.44,Default,,0000,0000,0000,,this shell down these steps to kill a bunch\Nof Spinies and earn a handful of 1UPs. Dialogue: 0,0:14:11.44,0:14:15.96,Default,,0000,0000,0000,,The saw blade in the wall is an echo to the\Nstart of the level, kind of like a bookend. Dialogue: 0,0:14:15.96,0:14:20.94,Default,,0000,0000,0000,,And then we get our final choice. Ride the\Neasy platform over to the exit goal. Or take Dialogue: 0,0:14:20.94,0:14:26.24,Default,,0000,0000,0000,,this terrifying saw blade ride up here so\Nyou can get an extra life. Dialogue: 0,0:14:27.80,0:14:32.84,Default,,0000,0000,0000,,Phew! So there we have it. My first ever Mario\NMaker level and, I'm pleased with it. It's Dialogue: 0,0:14:32.84,0:14:38.05,Default,,0000,0000,0000,,not perfect, it's a little easy, perhaps - the musical\Nnote jump could be harder, and the 1UP chase Dialogue: 0,0:14:38.05,0:14:41.72,Default,,0000,0000,0000,,is actually pretty hard to mess up. Bullet\Nbills are slow, it turns out. Dialogue: 0,0:14:41.72,0:14:46.18,Default,,0000,0000,0000,,But in general, I think it's a pretty good first\Nattempt. And it mostly adheres to the principles Dialogue: 0,0:14:46.18,0:14:47.75,Default,,0000,0000,0000,,I discovered in my analysis. Dialogue: 0,0:14:47.75,0:14:51.82,Default,,0000,0000,0000,,So, let me know what you think. And, when\NMario Maker comes out, let me know what you Dialogue: 0,0:14:51.82,0:14:55.65,Default,,0000,0000,0000,,come up with by leaving your level code in\Nthe comments below. Plus, please like the Dialogue: 0,0:14:55.65,0:14:59.56,Default,,0000,0000,0000,,episode, subscribe on YouTube, and consider\Nsupporting Game Maker's Toolkit on Patreon.