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How to Make Your First Super Mario Maker 2 Level | Game Maker's Toolkit

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    Super Mario Maker 2 came out just a few days
    ago.
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    This game lets you try your hand at level
    design, by giving you the tools to make your
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    own Mario stages.
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    And then you can upload your courses to the
    web, and see what randos online think of your
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    design skills.
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    The game gives you all the tools you need
    to make auto-scrolling levels, boss battles,
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    crazy puzzles, silly jokes, and more.
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    But when you first open “make mode”, you’re
    almost certainly going to be asking yourself
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    the question: “uhh, where do I even begin?”
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    So I thought I’d put together a tutorial
    that can help you get your first level made
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    and published.
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    And it should hopefully be a legitimately
    good, Mario-style level, and not just your
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    name written in coins, a bunch of pipes that
    shower you with cash, or twenty eight goombas
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    on a seesaw.
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    And then, once you’ve cleared that hurdle
    and made your first stage, you’ll have a
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    better understanding of what works and what
    doesn’t, you’ll know more tricks you can
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    employ, you’ll have tried most of the game’s
    tools, and you’ll be well on your way to
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    making an amazing stage, getting hired by
    Nintendo, and looking for apartments in Kyoto
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    by the end of the week.
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    Sound good? Then let’s get started.
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    Step One. Choose a main mechanic.
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    One of the biggest mistakes you can make in
    Mario Maker 2, is to just fill your level
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    with every single object in the tool box.
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    You know, put a giant spike column here, throw
    in a few bumpers there, mix in a couple see
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    saws, and finish off with a gauntlet of Banzai
    bills.
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    These levels are often completely unfocused
    and, critically, they don’t have enough
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    time to introduce each idea or explore it
    to its full extent.
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    So instead, look through the toolbox and find
    just one mechanic that you can use as your
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    central theme for the stage.
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    Perhaps it’s a note block.
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    Or a trampoline.
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    Or on/off switches.
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    Or the snake block.
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    This doesn’t mean that you can’t use any
    other items in your level: it just gives us
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    a strong foundation to build on.
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    For this stage I’m making, I’m going to
    check out these swinging claws.
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    They look like fun.
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    Step Two. Consider every evolution.
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    The next step is to think about how this one
    mechanic could be made more interesting or difficult.
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    So the most basic way to present this swinging
    claw is to have one in the middle of a large
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    gap: and then have Mario jump into the claw,
    swing over, and jump out to the other side.
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    But perhaps we could have multiple
    claws in the gap.
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    Maybe at different heights.
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    Perhaps put a platform to jump over in the
    middle of them.
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    Or a floating enemy. And so on.
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    We’re trying to find ways of saying “okay,
    so you know how to deal with this mechanic:
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    but how do you fare when I do this?”
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    Some twists will be boring, some will be way
    too hard.
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    So make these different permutations in a
    test bed yourself, and find out which ones
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    provide the best experience.
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    Step Three. Introduce the mechanic.
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    Okay, so let’s get building the actual level.
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    The first step should always be to introduce
    the mechanic to the
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    player in a safe and controlled manner.
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    So while the stage will generally involve
    swinging over perilous, insta-death, bottomless
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    pits - for the very first instance of these
    claws, we’re going to give Mario the chance
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    to fall onto safe ground, and try again.
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    But it’s important to make sure that the
    player can’t just cheat their way across.
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    They have to prove that they’ve used and
    understood the mechanic before they can move on.
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    So I’m going raise the wall, and raise the
    claw, to force Mario into the claw’s grip.
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    Step Four. Ramp up the challenge.
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    Remember those evolutions we explored earlier?
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    It’s now time to bring them in.
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    Or, at least, the four or five best ones.
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    So after mastering the mechanic in its most
    basic form, the player will now have to
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    contend with all sorts of extra challenges,
    twists, and complexities.
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    Ideally, the mechanics should ramp up in challenge
    quite smoothly, with a gentle difficulty curve.
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    It’s not always possible to get a perfect
    hierarchy of challenge in these things, but
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    something that definitely makes things harder
    is when the obstacle extends beyond the camera.
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    This means the player can’t get a good look
    at what’s to come and plan their movement:
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    and instead has to play reactively to whatever
    dangers crop up.
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    Leave those for the end of this section.
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    Oh, and make sure you give the player time to rest.
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    Don’t just jump from one challenge to another,
    but create moments of downtime.
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    This provides moments to take a rest, and
    gives the level a modulated pace of tension
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    and release that is way more fun to play than
    just constant non-stop action.
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    Step Five. Find combinatorial mechanics.
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    Okay, so now the level has a main mechanic
    and it ramps up neatly.
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    Sweet. That’s the first half sorted.
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    Chuck down a checkpoint, and let’s move
    on.
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    Now, the goal is to find other parts in the
    toolbox that combine well with your primary mechanic.
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    With the swinging claw, I found that you can
    put it on one of these tracks.
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    And from there, you can have the tracks fork
    off into two lines - which is controlled by
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    an on/off switch.
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    You can also have the claw drop off the end
    of a track, and then automatically latch onto
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    a track that runs below.
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    Swinging claws can also hold things other
    than Mario, such as trampolines, enemies,
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    and exploding bombs.
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    Perhaps you could chuck a bomb into the claw
    and have it blow through a wall, so Mario
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    can make progress.
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    What happens if a bullet bill fires into a
    claw?
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    Hm, interesting.
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    This is all about experimentation and playing
    around.
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    Just like how Jonathan Blow made levels for
    Braid by playing around with the game’s
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    basic ruleset and hunting for interesting
    consequences, you too are trying to find surprising
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    outcomes of combining Mario Maker’s parts.
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    Step Six. Create the second half.
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    So now the player has shown that they have
    mastered the basic mechanic, we can use these
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    combinatorial set-ups to make the second half
    of the stage even more interesting.
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    The process is largely the same: we want to
    start by giving the player a chance to explore
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    this idea in a safe environment.
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    And then ramp up in complexity throughout
    the stage.
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    So I’m gonna start with the claw on a simple
    track.
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    But then have multiple tracks at different
    heights.
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    And introduce ideas from there.
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    Sometimes an idea just won’t come together.
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    I had this mad plan to have it so a claw picked
    up a bob-omb, and then you have to hit the
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    on/off switch at the right time to make the
    claw fall down to the track below and carry
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    the bob-omb to a wall so it can blow a hole
    through.
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    But with the timing, the camera, the way the
    claw drops stuff when Mario is underneath
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    - it just didn’t quite work.
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    Don’t be afraid to kill your best ideas
    if they’re being uncooperative.
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    Or change them substantially.
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    The end goal is often a good chance to make
    one final test.
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    Most of the Mario Maker game styles have a
    flagpole, or similar, which rewards the player
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    with more points if they touch the top.
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    So you can make a really difficult final platforming
    puzzle to get to the top and reward your best
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    players: while those who can’t hit those
    highs can just touch the bottom of the goal.
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    Another idea worth considering, is to go back
    to the first half of the level and drop in
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    small clues and hints of what’s to come.
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    It makes the latter half feel more cohesive
    to the level as a whole, and can also be used
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    to avoid surprises.
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    So in the first half, I introduce the on/off
    block, which should help players know what
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    to do when they come across the same block
    at the end of the level.
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    Step Seven. Add in enemies and items.
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    A Mario level is never just an endless gauntlet
    of platforming mechanics.
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    There are also enemy encounters, which can
    be used to ramp up complexity, or provide
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    a change of pace.
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    But, as with everything in game design: less is
    more.
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    Sprinkle in a few enemies, rather than filling
    the screen with bullet bills and goombas and
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    bob-ombs.
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    And don’t forget items, like coins and 1-up
    mushrooms, which can be used to show players
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    the way to go.
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    Items are a good way to reward the most skilled,
    or reckless players.
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    Make getting from the start to the finish
    a relatively easy-going experience: but then
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    add in extra coins and pick-ups in areas that
    require more skill to reach.
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    Step Eight. Playtest and bugfix
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    Don’t wait until your level is available
    to the world online, to get your stage in
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    front of people.
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    You know your level inside and out: you’ve
    been working on it for hours, after all, and
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    you know every single pixel, like the back
    of your hand.
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    But someone who plays the stage for the very
    first time could easily be confused, lost,
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    or find the stage way too demanding.
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    So get your friends, your mum, your brother,
    and their friends to try your stage first.
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    Watch what they do, ask them for their feedback,
    and make changes to your stage.
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    You can also playtest your own level by purposefully
    trying to break the game.
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    If you can bypass a lot of your challenges
    and ignore all of your hard-work, then you
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    might need to add in some extra parts to block
    access.
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    Here are three things you always need to check:
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    First: Make sure that Mario can’t simply
    sail over your obstacles entirely, with his
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    utterly massive jump.
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    You might need to stretch out gaps and add
    in blocks and slopes to stop this from happening.
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    Second: While you, as a Mario expert, probably
    always run at full speed through your levels
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    - many newbie players won’t.
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    So make sure your stage can be completed at
    Mario’s normal speed, by forcing yourself
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    to play through your stage without touching
    the run button at all.
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    Third: What happens if you don’t get something
    right first time?
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    Imagine a jump like this, where you bounce
    on a Koopa to clear a gap.
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    That’s cool if you make the gap, but what
    if you don’t and end up killing the Koopa?
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    The level is now impossible to finish.
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    That’s just bad design.
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    There are some easy ways to fix this, though,
    such as having enemies, p-blocks, trampolines,
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    and so on, infinitely pop out of pipes.
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    Or just using indestructible stage elements
    like, in this case, a note block.
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    Step Nine. Do your research
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    Now you’re in a level-making mood, this
    is the perfect time to boot up your favourite
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    Mario games and play through some stages.
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    You’ll no longer just be a passive player:
    but you’ll be actively looking for level-making
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    tips and strategies.
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    So look at how Nintendo introduces, evolves,
    and twists its ideas across each level.
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    Consider the placement of enemies and items.
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    Look at how it paces each stage with moments
    of action, and moments of rest.
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    There’s no need to stop at Mario, mind you.
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    As I’ve shown on Game Maker’s Toolkit,
    there’s plenty to learn from games like
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    Mega Man and Rayman, and games I’ve yet
    to cover like Celeste and Shovel Knight.
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    Mario will be the most useful because Mario
    Maker, obviously, has the same mechanics and
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    player physics, but good level design is good
    level design, and is almost always universally
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    applicable.
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    So replay these games with a more analytical
    eye, and see if theres anything you can learn
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    to make your own course even better.
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    Step Ten. Start again
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    Okay, so now you’ve made your first stage
    you’re ready to try new things.
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    You could repeat this tutorial with a different
    mechanic, or flex your creative muscles and
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    see what else you can produce.
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    Perhaps you want to be more like Donkey Kong
    Country: Tropical Freeze, and explore multiple
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    mechanics throughout your stage.
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    Perhaps you want to try the weirdo twists
    you get when you enter night mode, toy with
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    the water levels in the forest and castle
    theme, or change the clear condition.
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    Or maybe you want to build a level around
    a thematic concept, or a Mario skill, rather
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    than strictly around a mechanic.
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    It’s all up to you, now - but hopefully
    these basic tips will prove useful no matter
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    what you make.
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    Introducing mechanics, proper pacing, adding
    surprising twists, and rewarding skill - these
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    are all things that every good level design
    will include.
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    So, make some cool stuff and leave your level
    codes in the comments below.
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    I’ll play as many stages as I can next week
    - on July 10th at 7PM BST, on a livestream
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    here on YouTube.
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    You guys and gals can help me out by playing
    levels in the comments and giving a thumbs
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    up to the ones you like best.
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    Thanks for watching and happy building!
Title:
How to Make Your First Super Mario Maker 2 Level | Game Maker's Toolkit
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