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Analysing Mario to Master Super Mario Maker | Platformer Level Design

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    Hi, this is Mark Brown with Game Maker's Toolkit,
    a series on video game design.
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    Games with user generated content can be great stepping stones for wannabe designers.
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    Games like LittleBigPlanet, simple level making
    engines like Duke Nukem 3D's Build, the track
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    editor in Trials, and modding tools for Skyrim
    let you try your hand at design, without having
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    to learn Unity, or Xcode, or something like
    that.
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    Which is why I was excited to sit down with
    Super Mario Maker, the Wii U game where you
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    can build your own Mario stages. I didn't
    want to build troll levels or goofy gimmick
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    stages - I wanted to see if I could build
    good levels that follow Nintendo's design
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    philosophies, and could feasibly exist inside
    a Mario game.
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    But when I was faced with a blank screen and
    a box full of goombas and pipes and coins,
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    I realised that didn't even know where to
    start. Even after thinking back to my video
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    on "Super Mario 3D's 4 step level design",
    I felt stuck.
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    Luckily, the other advantage to these level
    editors is that they come with a wealth of
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    content to look at for ideas and best practices.
    Aka, the game itself. Or in the case of Super
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    Mario Maker, four games: Super Mario Bros,
    Super Mario Bros 3, Super Mario World, and
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    New Super Mario Bros U.
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    So, with that in mind, I wanted to analyse
    a favourite level from each of these games
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    and figure out how they're built, how they
    challenge and surprise the player, and if
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    there are any ideas I can borrow, or steal, for my own
    stages.
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    Let's start with New Super Mario Bros. U,
    and the level Seesaw Bridge, which is in
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    the Soda Jungle.
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    MARIO: Let's-a go!
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    The first thing we see in this level, is actually
    kind of weird. There's a Wiggler on these
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    blocks, and it isn't exactly a threat. All
    you can really do is kill it. An easy win
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    before a slightly tricky level, perhaps?
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    We're then introduced to the stage's main
    mechanic: these bridges that automatically
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    see-saw up and down. We get a feel for them,
    but we're in no real danger: the tip never even
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    goes underwater, so Mario is safe wherever
    he stands, and only has to make a small jump
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    to get on.
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    We get a power-up box, and now a bigger jump
    between two see-saws. The arc of the coins shows
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    us the optimum time to jump off the bridge.
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    The Koopa Troopa isn't so much a danger here.
    It's the set up for a fun moment: Mario veterans
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    will want to lob his shell at the other Koopa,
    and - thanks to the layout of the level - this
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    will take out three Wigglers.
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    Before we move on, you might have noticed
    a not-so-secret pipe. This takes us to an
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    area with the game's optional pick-up: a big
    coin. It's a really hard challenge, using
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    mechanics we haven't come across yet, designed
    specifically for veterans.
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    Anyway. Back up top, we see the basic see-saw
    mechanic has now become more challenging. There's
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    a bigger gap to jump, the platform now dips
    into the poisonous water, and we see our first
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    interceptor. These are enemies that periodically
    appear between platforms to make you consider
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    timing, as well as jumping and landing.
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    We get another jump, with another interceptor, this
    time with Wigglers on the platforms so you'll
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    have to bounce off their backs to proceed.
    It adds a slight wrinkle to the basic jump.
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    Now the challenge is really starting to ramp
    up. These bridges have only one pivot point,
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    and so spin in a full 360. Plus: their spins are
    out of sync, so you can't just wait for them
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    to line up and will inevitably have to do
    some tricky jumping to stay alive.
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    That block is interesting. Mario games are
    always asking you to make tricky decisions.
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    You can wimp out and ignore the block, or
    you can risk everything to get a 1UP mushroom.
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    It's optional, though, so players get to choose.
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    This section looks quite intimidating, but is actually
    another set-up for a power trip. Mario
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    games, at the end of the day, want you to
    have fun and this sort of moment is just there
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    to make you smile. It's really hard to mess
    up, too, as the placement of the Koopa and
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    the Wiggler will make almost every player
    throw a shell to the right.
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    These red rings cause time-sensitive coins
    to appear. This is important, because playing
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    Mario at a high speed is really fun and exhilarating,
    but it often makes more sense to play it slow
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    and move slowly. These brief spurts of speed
    add short moments of speed-running flair to
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    the game. Imagine how different, and how boring
    this section would be if you waited patiently
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    for each spiky ball to fall before jumping.
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    Next up, a mutation of the spinning bridge.
    This time, it's so long that you can't hope
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    to jump to the other side mid rotation. But
    a cheeky ring of coins will encourage some
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    players to make a dumb decision.
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    Part of ramping up the challenge is increasing
    the distance between safe zones. On this image,
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    the red areas are where Mario can fall in
    the water, and the green areas are safe. As
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    the level goes on, there are longer and longer
    periods where Mario has to think fast and
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    react on the spot, without being able to relax.
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    So, here, you can't even see the next safe
    spot. You'll have to just go for it and react
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    to whatever the level throws at you. Complete all this,
    and you'll get a reward: an easy three Koopa
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    kill.
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    And now, the final challenge: a whole bunch
    of different spinning bridges. There's a mutation
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    we haven't see before. And a long distance
    until the next safe space. And we finish with
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    an echo to the beginning: a Wiggler that is
    no threat to us, but we can't help but kill him.
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    MARIO: Oh yeah, Mario time!
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    There are loads of great moments in Super
    Mario Bros. 3, but one level really stuck
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    out for me during this playthrough. It was
    a level that trolled me. That played a joke on me.
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    It's stage 4-6, which is in the game's iconic Giant Land.
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    We actually get a reminder of that New Super
    Mario Bros. U level, here. There's a Koopa
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    who can't hurt you, but you'll probably kill
    it anyway, because you're a terrible monster.
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    This is more of a gimmick level than anything.
    You can switch between the giant enemies and
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    the normal sized enemies by going in these
    magic doors. It doesn't change much, but it
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    gives the player an interesting choice, and it's a clever
    idea overall.
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    Now here's where the joke happens. You bound
    over this Koopa, and end up flying into this
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    wall, which spits out a star man. If you've
    never played a Mario game, this thing makes
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    you invincible for a short time and lets you
    instantly defeat any enemy you touch.
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    Once you get it you start to kill enemies like
    this Goomba, and then, while you're on your
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    murderous rampage, you decide to kill this
    Koopa too. But as you try to escape, an invisible
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    block appears over your head. And then another!
    And another! The third one spits out a 1UP
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    mushroom but you probably won't get it, and
    also your star man has run out before you
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    get to easily dispatch a pair of Koopa.
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    It's a moment of surprise. It's a joke between
    the developer and the player.
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    Definitely a memorable moment.
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    The rest of the level is pretty typical. Some
    jumping puzzles, and a reminder that while
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    Koopas aren't a particularly tough enemy to
    dispatch, their predictable patrol pattern
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    can add a slight element of timing to a simple
    jumping section like this.
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    For Super Mario World, we're checking out
    Chocolate Island 3. The mechanic in this level
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    is actually a more challenging version of
    one seen much earlier in the game, in Donut
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    Plains 3. This time around, the rotating platform
    only has one arm.
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    We start, as usual, by getting to experiment
    with the idea in a largely safe environment.
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    It's easy to get on board, there are no enemies,
    and there's only one platform between safe zones.
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    Straight away, we see an addition to the challenge.
    Now, a Koopa is on the central point, which
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    means that if we need to land on that section we'll
    have to be careful not to touch the Koopa
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    or bounce off its shell into danger.
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    Now we have three spinning bridges between
    safe zones. And look at how the distance between
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    these platforms is smaller than the distance
    between these. It's subtle, but it's
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    still a step up.
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    Again, we can choose to contend with the Koopa
    and get this block, or ignore him altogether
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    and run along the top.
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    Here, the two spinning platforms are out of
    sync. Again, a subtle change to how things
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    work but it adds an extra challenge for Mario to
    overcome. And, like before, we get to choose
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    whether we want to risk going into this pipe.
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    If we do, we're given a really good reward. Not just
    a bunch of coins, but a fun and cathartic
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    mini-game in which to collect them. Mario
    levels are all about balancing moments of
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    threat and moments of pure fun. And providing
    satisfying rewards to moments of risk. It's
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    actually more of a risk than you might realise:
    you'll miss the mid-level checkpoint if you
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    take this route.
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    Anyway. That checkpoint is, quite cheekily,
    hanging in the air and only accessible if
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    you take this tricky high route and then land
    on this small platform.
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    After some more jumping, we see a mutation
    to the challenge. Now, instead a Koopa, the
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    central platforms are patrolled by Fuzzies
    which you can't land on, and they go underneath
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    to force Mario to duck during the low points
    of these swinging platforms. We also get a
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    classic intercept.
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    And then the big finale. Six platforms between
    safe zones, some of which are out of sync.
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    There are Fuzzies on almost every central
    point, and a question mark block and two Koopa
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    coins to encourage risky play. And a Koopa
    Paratroopa intercept.
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    Finally, a vine and one last echo of the level's
    mechanic, let us end the stage.
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    Finally, Super Mario Bros. These stages are
    often a little more simple, as Nintendo was
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    finding its feet and, this being the first
    game, every challenge and enemy would be exciting
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    to players in a way that, say, piranha plants
    just aren't anymore.
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    But there's still plenty to learn, and not
    just from Stage 1-1, which may be the most
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    analysed level in any video game ever. Instead,
    I want to show you something I love, and something
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    I don't, in Stage 8-2.
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    This level reintroduces us to Lakitu, and
    immediately puts us in danger as we must dodge
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    him, his Spinies, and a Koopa Paratroopa on a broken staircase. This level just isn't messing around.
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    But, this puts us in a position where we can
    quite safely and easily dispatch Lakitu - an
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    enemy that has terrorised us earlier in the
    game. It reminds me of when you finally get
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    to take down the helicopter that chases you
    in Half Life 2.
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    This is the bit that stuck out to me. You
    jump on this spring - because, why wouldn't you? - and
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    it dislodges a 1UP mushroom. But you can't
    grab it so you have to run through this next
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    bit, keeping one eye on the shroom up high
    and another on the pits and enemies down low.
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    It's another example of pushing the player
    to become a speed runner, if only for a few
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    seconds, to give an exhilarating moment of
    momentum and speed.
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    For this next section, we are beset by bullet
    bills. But if you're an adept platformer you
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    can avoid them, and all the enemies, completely
    by staying on these upper platforms. Until
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    this guy comes along and scuppers your plans, of course.
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    Now this bit kind of sucks. It's just a huge
    jump. It will sap your lives, and it's not
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    an interesting challenge. There's only so
    far you can keep expanding the distance of
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    your jumps before they become unfair and un-fun.
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    After that, we get some tricky sections but
    with very simple obstacles. Just enemies we've
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    seen before, but in layouts that force
    you to make precision jumps. We get a final
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    echo of that first staircase, but now with
    even more pitfalls, before we finish the stage.
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    So, while I start work on my first Mario Maker
    stage, let's recap what we found out. A typical
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    Mario level will only have one or two ideas,
    and then iterate upon them to make it increasingly
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    challenging.
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    That might involve bumping up the gap between
    jumps or making the timing harder to follow.
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    That might mean increasing the distance between
    safe zones, or placing enemies - either as
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    interceptors between jumps or as obstacles
    on the path. It could involve changing the
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    mechanic completely to make it more complex
    or take away safety nets.
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    We can use coins to lure the player through
    the level, and optional rewards to encourage
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    risky play. We can use time sensitive events
    to make a player want to go fast, if only
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    for a moment. And we can offer moments of
    fun and catharsis, either as a reward or as
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    a palette cleanser between moments of challenge.
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    And here's what I've got. Now, perhaps the
    biggest limitation of Mario Maker is that
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    you can't exactly make your own level gimmick
    - you're limited to what's available in the
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    toolbox. So, platforms on tracks aren't exactly
    new, but I'm going to try and find some fresh ways
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    of iterating on that basic premise.
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    At the start of the level, we get to see how
    these things work and play with it in a safe
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    area. If we fall, a safety net lets us get
    up and try again. We then get a mushroom,
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    and a hint at what's to come.
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    Our first iteration is having to jump between
    two platforms, while dealing with an intercepting
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    Koopa Paratroopa. Then there's this bit where
    a Goomba bounces off a music block which,
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    to be honest, is a bit rubbish. But it happened
    by accident and I liked it enough to keep it in.
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    Next there are three moving platforms. And
    here, you get a choice. Are you going to take
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    the easy route and keep moving, or are you
    going to take the risky option, up through
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    these spikes?
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    If you do, you'll have a small gauntlet to
    face. Bullet bills, dropping donut platforms,
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    and spikes. Then, a 1UP mushroom chase that
    I stole wholesale from Super Mario Bros., but
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    with spikes to keep it in tune with the rest
    of the stage. If you're quick, you'll get
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    the 1UP. If you're not, then it will fall
    into these spikes.
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    Either way, this door takes you
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    back to the level. I put it in the sky, as
    a little homage to Super Mario Bros. 2, because
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    I felt sorry for it being left out of Mario
    Maker.
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    Anyway! Back down here, we have a Koopa on
    a small platform to deal with. By the way,
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    I chose to use these mushroom platforms because
    while they act exactly like standard ground,
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    I think they feel less safe. I might be reaching
    with that one.
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    Next, we have to deal with these flame throwers.
    I deliberately put a piece of track going
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    down, here, so you'd have more time to see
    how the flame throwers work. Then, you have
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    to deal with them. You can escape up here,
    which puts you out of harm's way, but you'll
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    never know what was in that question mark
    box!
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    It was a feather.
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    We get a safe zone, and - oh my god - I didn't
    foresee this happening. But I like it, and
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    I love how it has a random, low chance of
    happening. So that definitely stays.
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    The next bit sets the scene and is a warning,
    but it can't actually hurt you unless you
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    jump. But the next version of this, which
    you can see from this platform, can. You'll
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    get a chance to figure out what to do while
    you ride up here. Then you get a moment
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    of catharsis before the challenge.
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    Now, the solution here, of course, is to use
    the musical note to jump over the blade. But
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    timing this with the platform is a little
    tricky.
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    I kind of troll you with these unattainable
    coins, but the real reward is getting to kick
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    this shell down these steps to kill a bunch
    of Spinies and earn a handful of 1UPs.
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    The saw blade in the wall is an echo to the
    start of the level, kind of like a bookend.
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    And then we get our final choice. Ride the
    easy platform over to the exit goal. Or take
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    this terrifying saw blade ride up here so
    you can get an extra life.
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    Phew! So there we have it. My first ever Mario
    Maker level and, I'm pleased with it. It's
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    not perfect, it's a little easy, perhaps - the musical
    note jump could be harder, and the 1UP chase
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    is actually pretty hard to mess up. Bullet
    bills are slow, it turns out.
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    But in general, I think it's a pretty good first
    attempt. And it mostly adheres to the principles
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    I discovered in my analysis.
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    So, let me know what you think. And, when
    Mario Maker comes out, let me know what you
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    come up with by leaving your level code in
    the comments below. Plus, please like the
  • 14:56 - 15:00
    episode, subscribe on YouTube, and consider
    supporting Game Maker's Toolkit on Patreon.
Title:
Analysing Mario to Master Super Mario Maker | Platformer Level Design
Description:

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Video Language:
English
Duration:
15:03

English, British subtitles

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