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Bonus: Playing your Super Mario Maker Levels | GMTK Extra

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

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Video Language:
English
Duration:
05:15

English, British subtitles

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