WEBVTT 00:00:00.610 --> 00:00:06.430 Hi, this is Mark Brown with Game Maker's Toolkit, a series on video game design. 00:00:07.700 --> 00:00:14.160 Games with user generated content can be great stepping stones for wannabe designers. 00:00:14.169 --> 00:00:20.090 Games like LittleBigPlanet, simple level making engines like Duke Nukem 3D's Build, the track 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 00:00:25.830 --> 00:00:29.010 to learn Unity, or Xcode, or something like that. 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 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 00:00:39.870 --> 00:00:44.650 stages - I wanted to see if I could build good levels that follow Nintendo's design 00:00:44.650 --> 00:00:48.630 philosophies, and could feasibly exist inside a Mario game. 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, 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 00:00:57.880 --> 00:01:02.440 on "Super Mario 3D's 4 step level design", I felt stuck. 00:01:02.440 --> 00:01:06.560 Luckily, the other advantage to these level editors is that they come with a wealth of 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 00:01:13.560 --> 00:01:20.670 Mario Maker, four games: Super Mario Bros, Super Mario Bros 3, Super Mario World, and 00:01:20.670 --> 00:01:22.350 New Super Mario Bros U. 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 00:01:27.890 --> 00:01:32.350 and figure out how they're built, how they challenge and surprise the player, and if 00:01:32.350 --> 00:01:36.200 there are any ideas I can borrow, or steal, for my own stages. 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 00:01:40.930 --> 00:01:41.930 the Soda Jungle. 00:01:41.930 --> 00:01:43.930 MARIO: Let's-a go! 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 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 00:01:54.119 --> 00:01:56.479 before a slightly tricky level, perhaps? 00:01:56.479 --> 00:02:01.119 We're then introduced to the stage's main mechanic: these bridges that automatically 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 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 00:02:11.730 --> 00:02:12.950 to get on. 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 00:02:18.980 --> 00:02:21.540 us the optimum time to jump off the bridge. 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 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 00:02:32.370 --> 00:02:34.480 will take out three Wigglers. 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 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 00:02:43.780 --> 00:02:47.209 mechanics we haven't come across yet, designed specifically for veterans. 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 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 00:02:57.069 --> 00:03:02.310 interceptor. These are enemies that periodically appear between platforms to make you consider 00:03:02.310 --> 00:03:05.010 timing, as well as jumping and landing. 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 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. 00:03:14.120 --> 00:03:19.060 Now the challenge is really starting to ramp up. These bridges have only one pivot point, 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 00:03:23.989 --> 00:03:28.599 to line up and will inevitably have to do some tricky jumping to stay alive. 00:03:28.599 --> 00:03:33.430 That block is interesting. Mario games are always asking you to make tricky decisions. 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. 00:03:37.800 --> 00:03:40.129 It's optional, though, so players get to choose. 00:03:40.129 --> 00:03:44.769 This section looks quite intimidating, but is actually another set-up for a power trip. Mario 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 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 00:03:52.739 --> 00:03:56.739 the Wiggler will make almost every player throw a shell to the right. 00:03:56.739 --> 00:04:01.370 These red rings cause time-sensitive coins to appear. This is important, because playing 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 00:04:07.299 --> 00:04:12.620 and move slowly. These brief spurts of speed add short moments of speed-running flair to 00:04:12.620 --> 00:04:16.799 the game. Imagine how different, and how boring this section would be if you waited patiently 00:04:16.799 --> 00:04:20.019 for each spiky ball to fall before jumping. 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 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 00:04:27.740 --> 00:04:29.289 players to make a dumb decision. 00:04:29.289 --> 00:04:34.749 Part of ramping up the challenge is increasing the distance between safe zones. On this image, 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 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 00:04:43.229 --> 00:04:45.619 react on the spot, without being able to relax. 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 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 00:04:55.020 --> 00:04:55.860 kill. 00:04:55.860 --> 00:05:00.270 And now, the final challenge: a whole bunch of different spinning bridges. There's a mutation 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 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. 00:05:10.940 --> 00:05:12.940 MARIO: Oh yeah, Mario time! 00:05:16.860 --> 00:05:21.420 There are loads of great moments in Super Mario Bros. 3, but one level really stuck 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. 00:05:26.310 --> 00:05:31.020 It's stage 4-6, which is in the game's iconic Giant Land. 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 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. 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 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 00:05:48.939 --> 00:05:52.860 gives the player an interesting choice, and it's a clever idea overall. 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 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 00:06:01.649 --> 00:06:05.729 you invincible for a short time and lets you instantly defeat any enemy you touch. 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 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 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 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 00:06:22.779 --> 00:06:25.439 get to easily dispatch a pair of Koopa. 00:06:25.439 --> 00:06:29.360 It's a moment of surprise. It's a joke between the developer and the player. 00:06:29.360 --> 00:06:31.479 Definitely a memorable moment. 00:06:31.479 --> 00:06:35.800 The rest of the level is pretty typical. Some jumping puzzles, and a reminder that while 00:06:35.800 --> 00:06:39.999 Koopas aren't a particularly tough enemy to dispatch, their predictable patrol pattern 00:06:39.999 --> 00:06:44.059 can add a slight element of timing to a simple jumping section like this. 00:06:49.020 --> 00:06:54.400 For Super Mario World, we're checking out Chocolate Island 3. The mechanic in this level 00:06:54.409 --> 00:06:58.610 is actually a more challenging version of one seen much earlier in the game, in Donut 00:06:58.610 --> 00:07:03.559 Plains 3. This time around, the rotating platform only has one arm. 00:07:03.559 --> 00:07:08.539 We start, as usual, by getting to experiment with the idea in a largely safe environment. 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. 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 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 00:07:22.229 --> 00:07:24.959 or bounce off its shell into danger. 00:07:24.959 --> 00:07:29.709 Now we have three spinning bridges between safe zones. And look at how the distance between 00:07:29.709 --> 00:07:34.039 these platforms is smaller than the distance between these. It's subtle, but it's 00:07:34.039 --> 00:07:35.429 still a step up. 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 00:07:39.979 --> 00:07:41.819 and run along the top. 00:07:41.819 --> 00:07:46.110 Here, the two spinning platforms are out of sync. Again, a subtle change to how things 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 00:07:50.819 --> 00:07:53.319 whether we want to risk going into this pipe. 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 00:07:58.199 --> 00:08:02.360 mini-game in which to collect them. Mario levels are all about balancing moments of 00:08:02.360 --> 00:08:07.149 threat and moments of pure fun. And providing satisfying rewards to moments of risk. It's 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 00:08:10.669 --> 00:08:11.739 take this route. 00:08:11.739 --> 00:08:16.379 Anyway. That checkpoint is, quite cheekily, hanging in the air and only accessible if 00:08:16.379 --> 00:08:19.989 you take this tricky high route and then land on this small platform. 00:08:19.989 --> 00:08:24.539 After some more jumping, we see a mutation to the challenge. Now, instead a Koopa, the 00:08:24.539 --> 00:08:28.709 central platforms are patrolled by Fuzzies which you can't land on, and they go underneath 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 00:08:33.209 --> 00:08:34.879 classic intercept. 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. 00:08:40.209 --> 00:08:44.199 There are Fuzzies on almost every central point, and a question mark block and two Koopa 00:08:44.199 --> 00:08:47.550 coins to encourage risky play. And a Koopa Paratroopa intercept. 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. 00:09:02.400 --> 00:09:08.019 Finally, Super Mario Bros. These stages are often a little more simple, as Nintendo was 00:09:08.019 --> 00:09:12.310 finding its feet and, this being the first game, every challenge and enemy would be exciting 00:09:12.310 --> 00:09:15.840 to players in a way that, say, piranha plants just aren't anymore. 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 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 00:09:25.209 --> 00:09:28.310 I don't, in Stage 8-2. 00:09:28.310 --> 00:09:33.470 This level reintroduces us to Lakitu, and immediately puts us in danger as we must dodge 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. 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 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 00:09:48.889 --> 00:09:52.240 to take down the helicopter that chases you in Half Life 2. 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 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 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. 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 00:10:09.779 --> 00:10:13.149 seconds, to give an exhilarating moment of momentum and speed. 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 00:10:17.589 --> 00:10:22.589 can avoid them, and all the enemies, completely by staying on these upper platforms. Until 00:10:22.589 --> 00:10:25.360 this guy comes along and scuppers your plans, of course. 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 00:10:30.220 --> 00:10:33.870 an interesting challenge. There's only so far you can keep expanding the distance of 00:10:33.870 --> 00:10:36.940 your jumps before they become unfair and un-fun. 00:10:36.940 --> 00:10:41.460 After that, we get some tricky sections but with very simple obstacles. Just enemies we've 00:10:41.470 --> 00:10:46.029 seen before, but in layouts that force you to make precision jumps. We get a final 00:10:46.029 --> 00:10:50.809 echo of that first staircase, but now with even more pitfalls, before we finish the stage. 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 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 00:11:10.759 --> 00:11:11.490 challenging. 00:11:11.490 --> 00:11:16.519 That might involve bumping up the gap between jumps or making the timing harder to follow. 00:11:16.519 --> 00:11:20.569 That might mean increasing the distance between safe zones, or placing enemies - either as 00:11:20.569 --> 00:11:25.470 interceptors between jumps or as obstacles on the path. It could involve changing the 00:11:25.470 --> 00:11:29.329 mechanic completely to make it more complex or take away safety nets. 00:11:29.329 --> 00:11:33.439 We can use coins to lure the player through the level, and optional rewards to encourage 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 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 00:11:42.060 --> 00:11:45.579 a palette cleanser between moments of challenge. 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 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 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 00:11:59.379 --> 00:12:01.430 of iterating on that basic premise. 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 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, 00:12:11.069 --> 00:12:12.759 and a hint at what's to come. 00:12:12.759 --> 00:12:17.170 Our first iteration is having to jump between two platforms, while dealing with an intercepting 00:12:17.170 --> 00:12:21.629 Koopa Paratroopa. Then there's this bit where a Goomba bounces off a music block which, 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. 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 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 00:12:34.230 --> 00:12:35.499 these spikes? 00:12:35.499 --> 00:12:40.540 If you do, you'll have a small gauntlet to face. Bullet bills, dropping donut platforms, 00:12:40.540 --> 00:12:45.350 and spikes. Then, a 1UP mushroom chase that I stole wholesale from Super Mario Bros., but 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 00:12:49.279 --> 00:12:52.410 the 1UP. If you're not, then it will fall into these spikes. 00:12:52.410 --> 00:12:54.009 Either way, this door takes you 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 00:12:58.120 --> 00:13:00.470 I felt sorry for it being left out of Mario Maker. 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, 00:13:04.660 --> 00:13:09.259 I chose to use these mushroom platforms because while they act exactly like standard ground, 00:13:09.259 --> 00:13:13.100 I think they feel less safe. I might be reaching with that one. 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 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 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 00:13:25.629 --> 00:13:28.230 never know what was in that question mark box! 00:13:28.230 --> 00:13:29.610 It was a feather. 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 00:13:34.410 --> 00:13:38.399 I love how it has a random, low chance of happening. So that definitely stays. 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 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 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 00:13:52.399 --> 00:13:54.220 of catharsis before the challenge. 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 00:13:58.499 --> 00:14:01.439 timing this with the platform is a little tricky. 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 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. 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. 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 00:14:20.939 --> 00:14:26.239 this terrifying saw blade ride up here so you can get an extra life. 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 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 00:14:38.050 --> 00:14:41.720 is actually pretty hard to mess up. Bullet bills are slow, it turns out. 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 00:14:46.180 --> 00:14:47.749 I discovered in my analysis. 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 00:14:51.819 --> 00:14:55.649 come up with by leaving your level code in the comments below. Plus, please like the 00:14:55.649 --> 00:14:59.560 episode, subscribe on YouTube, and consider supporting Game Maker's Toolkit on Patreon.