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Hi, this is Mark Brown with Game Maker's Toolkit,
a series on video game design,
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and I want to talk about Super Mario 3D World: a game that is bursting at the seams
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with ideas.
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This is a game with Conkdors and flipswitch panels,
double cherries and cannon boxes, switchboards,
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Ant Troopers, beat blocks, trapezes, Grumblumps,
footlights, and piranha creepers. This game
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has innovation in abundance.
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So how does Nintendo manage to cram so many
mechanics into the game without making it
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bloated, or incomprehensible, or stuffed with
tutorials?
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You best ask this guy: Koichi Hayashida, who
is co-director of 3D World and has, over the
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course of a few games, developed a level design
philosophy that allows for rapid-fire invention.
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Essentially, stages are four-part self-contained
showcases for new ideas where a mechanic can
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be successfully taught, developed, twisted,
and then thrown away in about five minutes
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flat.
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Each level starts by introducing its concept
in a safe environment. Cakewalk Flip has panels
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that switch from red to blue when you jump,
and you'll see that as soon as you hop up
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to this platform. The first batch of panels
are hovering over a lower level so if you
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fall you don't lose a life.
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The concept is then established further. In
this section there is no safety net...
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...and here, you'll have to deal with the flipping panels as you climb up the cliff face.
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Then comes the twist. Towards the end of each
stage, the concept is turned on its head in
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some way, to either challenge your mastery,
or to make you think about it from a fresh
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perspective. In this case, we have to deal
with flip panels while also dodging the blast
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radius of this bumper enemy, which we fought
a little earlier in the stage.
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And finally, we get the conclusion. Each level
gives you one last chance to show off your
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skills with a suitable flagpole sequence.
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Hayashida has explained, in an interview with
Gamasutra, that he's inspired by a narrative
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structure called "kishōtenketsu" which is
used in four-line Chinese poems and four-panel
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Japanese comics.
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Each of these stories introduces a concept,
develops it, hits you with a twist that changes
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things, then offers a conclusion. So, similarly,
each Mario level has a satisfying arc of introduction,
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development, twist, and conclusion.
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Optional collectibles like green stars and
stamps offer even more twists, and even tougher
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challenges. And Nintendo can swap out the
flag pole conclusion for a boss fight, like
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in Bowser's Highway Showdown which introduces
and develops explosive footballs in preparation
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for a battle against Bowser.
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And it can also reintroduce mechanics from
earlier in the game at a moment's notice,
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confident in the knowledge that if you've
got all the way to The Bowser Express, for example
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you'll know about swinging spikes, Conkdors, Bullies,
and Ant Troopers, from your run-ins in previous
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stages.
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It's interesting to see how this design changed
over time. You start to see it form in Super
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Mario Galaxy, where Hayashida was level design
director, but the game's galaxies are more
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often a hodge-podge concoction of gimmicks
rather than a single concept which is seen through
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from introduction to conclusion.
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Take Gusty Garden Galaxy's Bunnies in the Wind, which is initially about these Floaty Fluffs, but
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then it's about beanstalks, and it concludes
with a foot race with a rabbit.
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Don't get me wrong - this game is brilliant in its
unpredictability - and it offers a very different
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feeling to 3D World. But it also means that
mechanics aren't always given the time to
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mature. And you're not always given the chance
to learn properly: the game can throw too
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many concepts at you at once, like in Flipswitch
Galaxy. And it relies on standard teaching
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mechanics like in Bubble Breeze Galaxy.
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In Mario Galaxy 2, on which Hayashida was
director, levels are more often about single
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concepts and that familiar narrative structure
can start to be seen. Beat Block Galaxy introduces
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the level's concept in a safe way, develops
it over the course of the stage, and offers
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a twist with a madcap silver star dash.
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And in Super Mario 3D Land, Hayashida seems
to enforce his philosophy much more rigorously.
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World 2-2 is all about Snake Panels, 2-4 is
on Reversible Platforms, 3-4's about falling
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blocks, and so on.
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By 3D World, the philosophy is in full force.
And the ideas are also used, at times, in
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the spin-off Captain Toad: Treasure Tracker.
Concepts can be introduced, developed, and
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twisted, though it's often a little less focused
because the stages can be more open-ended.
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This is not the first time that Mario games
have taught you in an organic way. In the
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first Super Mario Bros., Shigeru Miyamoto
needed to find a way to let you know that
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mushrooms are good, whereas the mushroom-shaped
Goombas are bad.
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So when you unleash the first mushroom and
watch it bounce off the pipe and start to
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close in on you, even if try to hop over it
you'll hit your head, get bounced into the
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mushroom, and see that it's not an enemy after
all.
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And it's definitely not the first time that
Mario has had throwaway ideas and one-time
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snippets of fun. Way back in Super Mario Bros
3., the Goomba's shoe power-up only appeared
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in a single level. After 5-3, it was never
seen again.
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But what it means is that Nintendo has developed
a handy, reusable structure that allows for
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inventions to be taught, developed, twisted,
and thrown away.
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And it's something that you can use too. You've
just got to come up with some clever ideas
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and interesting twists. So, uh, good luck!