-
Hi, this is Mark Brown with a special spin-off
episode of Game Maker's Toolkit.
-
I am not a games designer. That's not a big
secret. I could perhaps have made it a little clearer
-
earlier. I can't speak from experience or
a position of authority.
-
I'm a games critic by profession, and that's
the manner with which I approach these videos.
-
I analyse, critique, break down, and examine
existing games to see what makes them tick,
-
and see if they have anything we can learn
from.
-
The videos are primarily designed to be interesting
to people who simply play games. To get a
-
better idea of why your favourites are so
damn good. But, of course, as the name suggests,
-
I also hope that developers - particularly
indie game makers and students - can get something
-
out of it too.
-
Well, these past few weeks, I got some tangible,
immediate feedback that you can. And that
-
this method has merit. That there's something
to be gained by looking at and learning from
-
existing material.
-
And it came in the form of your Super Mario
Maker levels. Which is what I'm showing on
-
the screen right now. These are stages that
you shared with me on Twitter and on YouTube,
-
often saying that you took the design ideas
that I highlighted into consideration when
-
crafting your course designs.
-
So, in Iglian's levels, he gives you safety
nets while you're figuring out how the stage's
-
mechanic works. He builds his entire course
around one concept, making it more difficult
-
and interesting as he goes.
-
I remember wondering why he put a random enemy
wandering around a block, and then understood
-
that it gave you a chance to see how this
foe works before it reappears in the middle
-
of this tricky section.
-
I liked "The Spring's The Thing" from Nick
Burnham. I love this bit especially: it lures
-
you down here, making you think that there
must be something good in that question mark
-
block. But nope! It's just a coin. That bit
really made me laugh.
-
And Mithoswrath has lots of fun at your expense
in Raccoon Plains, with invisible blocks and
-
runaway mushrooms that keep you guessing all
the time.
-
Others discovered unique gimmicks, within
the limitations of Mario Maker. Travis built
-
an entire level around enemies being shot
out of cannons, and ramped up the difficulty
-
beautifully.
-
Drew Fitzpatrick's stage is all about springs
on springs, and introduces the idea in a safe
-
space so you can test out the timing and physics
in peace. Violet's gliding ground grotto,
-
which is a name that sounds like it has been
ripped straight out of a Mario game, has these
-
terrific bouncing platforms.
-
Carlos found that falling platforms don't
fall if you're bouncing on a spring, and made
-
a stage around that. But he introduces the
idea bit by bit, in a forgiving and thoughtful
-
manner.
-
Overall, your levels are great. And it's because
you took basic lessons from Mario games - lessons
-
about evolving challenges, limiting your toolset,
and considering safe zones - but you made
-
something new. Something fresh and different
and personal, but inarguably improved by taking
-
note of what came before.
-
I must add, that the whole thing filled me
wth pride. I've had a number of developers
-
tell me that others videos have helped them.
I've had teachers ask if they can use my videos
-
at school. I've been asked to talk about this
stuff at an event next year.
-
But, nothing quite matched seeing your stuff,
and realising that you had used my analysis
-
to make your stuff better. And it has made
me even more excited to keep making the show.
-
To keep thinking out loud about games - old
and new - in the hopes that it can help someone.
-
Somewhere.
-
Oh yeah, I almost forgot. I wanted to share
the code for the level I made in that video.
-
The course is called Saw Subject, and it's
not exactly the same as the stage in the video.
-
It's better, thanks to your smart feedback.
I used red bullet bills in the 1up chase and
-
fixed the spike trap at the end. I added a
precursor challenge to the note-block leap
-
and smoothed out the difficulty spike on the
flamethrowers. I killed the coin-spewing troll
-
pipe and removed some of the spinies too.
-
In the interest of time, I've put 'thank you's
to everyone who helped with the new version
-
of the stage in the description.
-
I actually have another level too. This one
is called Pipeflip Airship, and is a mind-bending
-
stage where the entire level flips upside
down whenever you go in a pipe. I took inspiration
-
from the Super Mario Bros 3 level we looked
at in the video, where the world changed whenever
-
Mario went through a door. I also put in a
joke at the player's expense. But you'll have
-
to play it yourself to see that.
-
But this isn't about me, it's about you guys.
So, I wanted to say thanks for sharing your
-
levels with me. It was actually quite an amazing
experience and I can't quite put into words
-
how it made me feel without this video going
completely weird. So I'll just say, cheers.
-
And also thanks to everyone who has just been
watching the show. I've been doing Game Maker's
-
Toolkit for almost a year now and your support
has been incredible. I appreciate every comment,
-
like, upvote, retweet, article, forum thread,
and email. And, of course, an extra special
-
thanks to my incredible Patreon backers.