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Super Mario 3D World's 4 Step Level Design | 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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    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!
Title:
Super Mario 3D World's 4 Step Level Design | Platformer Level Design
Description:

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Video Language:
English
Duration:
05:10

English, British subtitles

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