I totally agree that the mushroom platforms feel more unsafe. It seems like they could break any moment and they suggest a much greater fall, because of the thin stick that could go on forever.
+SpeckObst For me, they feel unsafe because of 2 things. The nostalgia of those perilous cheep-cheep levels, and the fact that they make you feel far from the ground(the stick seems like it'll go on forever like you said, where as ground would feel like you're just in some field with holes for some reason).
+ivan2294 I always feel like mechanically they are more precise jumps. The same happens with any 1-block thick floor - it feels more like you have to slot yourself in, but normal ground I'm usually just concerned with being higher than what I'm trying to jump onto. I think also, the art for the mushrooms look precarious. Ground looks like Mario has grass on either side of him, but we see a slight slope to the mushrooms, which, if I were in Mario's shoes, would give me terrible vertigo.
mushroom platforms in mario 64 were also menacing. those stalks vanishing into the fog below. they felt like they were miles tall. and of course the red and white pattern of poison.
Hello! The code for the level is 91D9-0000-002E-DCD1. I'll do a video about it, showing how I incorporated your (great!) feedback, and showcasing your stages too, soon.
Carlos! This is great. Not only did you find a really clever mechanic, but you taught it incredibly well. Introducing each part slowly and methodically to explain to the player how your level works, and providing safety nets while they learn It does get very hard towards the end - bit of a difficulty spike - but in general, super impressive.
Comments are on the courses I played. As for a couple of my courses... 7436-0000-0252-8BDF - a classic castle course with a twist. 9802-0000-0268-EB1D - a remake of a Super Mario Bros. mod/hack by Googie back in 2004
I think just seeing that the tracks go above screen is enough of a hint, coins would make it super obvious you’re supposed to go up there but extending tracks feel more like a “why would the level creator make them go that high?” And makes you wonder if there’s a shortcut rather than tells you that there’s a shortcut
I think you missed something with your review Mark. In world 8-2 of the original Super Mario Bros, I think the long jump after the pipe ( 10:27 ) is there to reward players for discovering the mechanic of being able to run over small gaps without jumping, which is actually alluded to earlier in the level with the run for the 1 up (you don't have to jump over the small gaps, you can just run over them). It doesn't seem like you noticed this as you jump from the second pillar instead of starting to run on the first pillar, you also don't run over the gaps when trying to get the 1-up (9:56).
In staying true to Nintendo's own design principles, perhaps they should have had a section in the beginning that required you to run across gaps (say, but not having headroom to jump) if you wanted to get the 1up.
I'm glad someone mentioned this. the safest way to do that part is to walk off the pipe and then hold B when you hit the ground. The running across blocks mechanic was first required in 4-4 (and makes appearances all throughout the game, though most instances are negligible) but is reintroduced in 8-1. It probably wasn't super smart to use a concept once and then bring it back half of the game later, but this //is// the last world. Putting coins over the gaps would've made it more obvious but I think the 1-up chase with the Paratroopas (who can bounce over you to discourage jumping) does a good enough job.
Mark this might be my new favorite GMT. I loved everything about it. I've always noticed this about Mario levels, and you hit the nail on the head. I made my own SMW Rom hack back in the day, and my goal was to make it difficult but never unfair, and above all else, fun and interesting. So this spoke to me on a personal level too because I always loved the way Mario introduced things to you, and even attempted to make my own. I can't wait for Mario Maker!
Hey, snowmaN! I loved your Donkey Kong Month you had a while back. It was a nice surprise seeing you here in the comments. This video and your comment got me thinking...you should do a Mario Month in September to celebrate the release of Mario Maker! I think it would be pretty cool. :) You could find your favorite Mario levels, and talk about what's so great about them. You could do an Analybits episode on Mario level design. Maybe a HARDCORE playthrough of Super Mario Bros. 3? Maybe see if you could get your friends to do a Super Mario World Race. And then end it off by showing off some Mario Maker levels you made. Maybe make an acoustic guitar cover of another Mario song, and use it as the background music for your custom Mario Maker levels? ;) Just thought I'd throw out these ideas that pooped in my head to you. I love it when you have a theme that ties a bunch of your videos together. Keep on keeping on! ;D
Except take out the troll unobtainable falling coins. It's not like they teach a distinct message for this level. I'd say putting in unobtainable stuff can be acceptable as an in-game joke if you later realise that getting it would be no advantage eg a feather but all of the remaining enemies are high up with no power up advantage to going high up either. Or getting a feather when you can only go through a 'tunnel' of bricks or down.
But the troll levels are more appealing to watch RUclips personalities contend with(at least the idea is appealing. The reality is hit-or-miss). I think maybe a lot of people resort to making troll levels or just gratingly hard levels because they don't have a grounding in what makes a traditional Mario level engaging. The troll and zany theme levels are usually a lot more fun than a poorly-designed traditional level. But with that said, yeah, well-designed traditional levels are the best.
TMose same I don't make troll levels but in my world super Mario 2d land I put a pit that makes you restart XD then get to the real thing. how is it hard? cause your on ice before the end and that pit.
Ivo Robuttnik yeah you totally could. I saw it too but I think he did it that way for aesthetics though he probably should have went one more block over with the wood making it over lay the concrete block.
Hey - just to note that I plan to share the code for the level (after I have remade it in the retail version and uploaded it), but have loaned my copy of the game out for a couple days. In the mean time, please share your levels for me and other viewers to play! Maybe I'll show some on the channel?
I made a level using the day two elements, I think it is much more of a cohesive level than my initial attempts. It's easy, it's meant to teach someone who is new to Mario how the platform lifts work before upping the challenge gradually. It's roughy like a world 1-2 or 1-3 in my mind: F6B4-0000-0025-4000
+Mark Brown oh, didn't realize this is where we're posting our levels, I'll just repost my comment here :) I tried to make something feel Classic with just the starting tools! 0E8E-0000-0018-3877
Its a shame Mario 2 isn't in Mario Maker, it would have been quite interesting to insert SMB2's mechanics in a regular Mario game. Sort of like when you put Knuckles in Sonic 2.
+Larry Bundy Jr The difference is that Knuckles plays to the formula used in Sonic 3 which is largely the same in Sonic 2. Super Mario Bros. 2 has no relation in any of its mechanics to Super Mario Bros. at all, except that they are both platformers and that's not exactly a strong relation.
+Larry Bundy Jr When Super Mario 3 came out on GBA I had the e-Reader card that added SMB2-style veggies throughout the whole game. I always left it on, it felt like a completely natural addition to the game.
You can use smb2 graphics and sprites in lunar magic if you download and insert them you get everything you need from smw central then find your self a clean smw usa rom
The speed running part of 8-2 is meant to teach you that you can run over small gaps. Then once you reach the large jump, you have to use that knowledge to gain momentum for the jump.
Great job, Mark! I just fell in love with your channel. I'm currently studying about Game Design and I gotta tell you, your videos are being a great addition to my "knowledge". If I ever become a successful Game Designer, you definitely played a big part on that, you and Extra Credits lol. Also, your stage is awesome. Wished there were more stages like this and less "do not move" in Mario Maker
Can't make your own gimmick? I sure hope you've played more Mario Maker since this episode and seen how creative players can get with the interactions between the provided objects. :D
13:04 (Watching this in 2021), and the decision to use the mushroom platform because they "feel less safe" is a key tenant in Mark Brown's later videos: knowing at least a little bit about player psychology. Same with the moment of catharsis at 13:52, very interesting.
1:45 I believe that the wiggler walking back and forth is to both show the player that the wiggler flips direction when faced with a ledge, and that they can be killed from underneath.
The weird thing about Mario Maker is that I was on the SMW hacking circuit for quite a while in the 2000s and was considered a good level designer within the context of a set of levels - i.e. - a hack. I'm not saying I was the best or anything, but I had a lot of praise about my use of ideas and easing the player into them. What is so tricky and yet so fun about Mario Maker is that you get ONE level to make your pitch. This, combined with the feedback you get from deaths and comments, really forces you to up your game and make every level count. Well, that and the fact that you can't do cool stuff like make Layer 2 levels. I really miss making moving Layer 2 puzzles :)
Great video. It's impressive how Mario games balance teaching, challenge, and reward so subtly and efficiently that you never notice and most people don't realize what makes them fun. And I think you're the first person I've seen to make a Mario Maker level who analyzed Nintendo's philosophies and intentionally implemented them in his design.
@Francisco A G some players do "pacifist" runs, where they try to beat the game without killing any enemies whatsoever. often ends up being quite difficult
It's funny, I remember seeing recently on Twitter (or "X" as it's now called for some dumb reason) people showing levels from Super Mario Bros. 3, sarcastically remarking on it's "design" while showing off how obtuse the solution is for progressing through those levels. These levels were mostly from world 7, which yeah, were pretty damn hard. I honestly can't imagine a modern day 2D Mario game trying what they did back then. Still, it helps makes those levels memorable, if nothing else.
Wow, it's interesting seeing an analysis on what makes mario levels fun and creative, it really makes you realize the creativity and innovation of mario level design
My understanding is that the early, easy "puzzles" are called 'proofs', and they communicate to the player how to go about solving the more advanced versions of the puzzles that appear later on in the level.
That kind of thinking may be good for an official Mario level that's meant to ease you up on challenges, but players of Super Mario Maker are often Mario veterans or at least people familiar with platforming. I think you could look at The Lost Levels and how that game subverts the expectations of people who played the first SMB and gives them new challenges in a familiar setting.
I think this style of thinking could work for veteran players too, if you start the difficulty scale a little bit higher at the start of the level, and make the later mutations of a stage mechanic a lot more precise and tricky to deal with
This is my favorite series on RUclips, and so useful in both a Practical and Emotional way to an aspiring game designer. I do love the longer video length, but as long as you upload anything with the same level of quality that Game Maker's Toolkit expresses, I'm happy.
They have a old Nintendo console at the local bar here. If you finish the original Mario there, you win a bottle of tequila. I legit had to teach my friend how to play Mario last night. Yeah, it was weird.
I came here because this video was linked in an article about level design, refered to Super Mario Maker, and have to say that what you did was fantastic, really fantastic. Now I want irrationally to play Super Mario Maker and you give me some ideas to start, thank you so much.
This is probably my favorite video of yours. Not only do you analyze the level design in 4 different games, but you actually use that knowledge to make something of your own. Perfect continuity between what you say on the first part of the video and what you do on the second part. I just love it. By the way, that Mario just had to troll us at the end of the level, huh. It's almost as if he was saying "Hey! I forgot to tell you that I'm impervious to saw-blade damage!". Classy. Please keep making great videos like this.
Wow, you never really realize just how much thought and pacing went into these levels that nobody ever really thinks of. With all the talk of story and characters being the real important part of games these days, it's good to remind ourselves of the real basics of challenging gameplay progression, and how they can give gameplay a context all their own with their mechanics and pacing, a beginning middle and end. It's the one part of videogames nothing else can do.
this was an awesome analysis, and it was great to see how you turned what you learned into a level! thanks for showing this process :) it inspires me to go back to old Mario games and attempt my own critical analyses!
For the New Super Mario Bro's Level that was analyzed, I feel the wiggler allows for the following 1) Make the player realize that wigglers are killable from below (I dunno if wigglers are introduced earlier, I haven't played that particular game) 2) Slow down the player to allow them to absorb how the see saw platform works and so they don't just rush to the see-saw platform and feel like they have to wait.
This is great. I know a few people who are struggling with the idea of really analyzing games as you play them, and this gives tons and tons of examples and a sort of "goal" to that analysis at the end, so I'll definitely be sharing this with others!
Great video! I feel like this level could've been harder without cheating the player. I don't think you need to foreshadow every single element, like with the spinning saw blades on the track after the little catharsis fall. Forcing the player to have to jump around the saw blades would be a sudden twist on the track platform concept, and there's nothing wrong with forcing the player to think fast and learn fast towards the end of a level. And as for the easy or difficult paths, I think you should've reversed them; the hard paths should be the obvious paths, while the easy paths should be the ones you have to stop and discover; both should reward the player, but there's little reason for the player to take the hard path unless they already know there's a reward.
You forgot to mention how in the Mario 3 level, a mushroom powerup only appears if you're on the giant side, and that 1-up mushroom only appears on the small side, encouraging exploring the different sides
I really love this series. As an aspiring Games Designer myself, your videos are such an invaluable tool and make me think outside the box when I play games and analyse them as I play them (much to the annoyance of my friends I'm sure!)
I absolutely love level design breakdowns like this :D Your level looks realy cool too, I can´t wait to play your creations when I get my hands on Mario Maker.
I dont see whats so bad about gimmick levels. I saw this one level where you had to avoid the super mushrooms called winners don't do mushrooms. It was an amazing idea and a new take on how you play. it looked sooo fun and i hope to make creative levels like that. why do people hate gimmicks in this game.
***** That's not unimaginative, that's called good design. A single theme or mechanic which gets built upon actually takes more imagination then a single gimmick would. As it requires that the mechanics are versatile enough to do so. It also provides cohesion to the whole level.
+LegendaryWarrior yeah, i think gimmick levels can be some of the best and some of the better use of SMM's tools *if done right*. unfortunately, most are just messy and overkill or just so poorly designed in other ways that they're not fun to play, though many of the gimmicky levels I saw made pre-release or in 10-mario challenge are great and I hope more like that continue to be made.
+LegendaryWarrior i think gimmick in this case refers more to something like automatics or music levels or similar, its not a concept you can do much with. the level youre talking about is a ton of fun (ive played it myself) and while id call it a stage theme, the word gimmick could also describe how mushrooms suddenly are bad in this level. its really just about how you use the word gimmick, id say.
I tried making a level where you need to avoid all mushrooms but found that I'd need to do it in the original Mario Bros. style if I wanted to make shimmying through small passages impossible when large. But that then prevented me from having springs that could be lifted which I'd wanted in the level.
This is a really cool look into how Mario levels work, and actually makes me want to play Mario Maker now. My favorite things in games are secrets and easter eggs, so when you put in that platform that takes you to the top with the bullet bills and the door at the end it really sold it for me. I want to do that now. Nice work, man.
I've seen a lot of fun Mario Maker videos that I've really enjoyed, but this video is the most *interesting*. It's a different, more analytical approach to the game than seemingly every other channel covering it, and I suppose that's because it's part of a game design series, but I like how this highlights all the underlying factors that go into standard Mario levels. Kudos!
Great video Mark! I hope you do more of these. I'm very interested in making my own Mario levels using this design philosophy and your insight into the process is fantastic.
Very cool! This could easily be a real Mario level, I hope there'll be lots of stages like this rather than Kaizo Mario-style crazy levels with all enemies stacked on top of eachother.
I just started watching your channel. I am so excited that I didn't know about it until yesterday because now I am going to binge watch every video. Really awesome and interesting look on game concepts as a whole!
as someone who's made several SMW hack levels in the past, your first super mario maker level is seriously impressive for a first attempt. now, i have been watching several of your videos lately because expanding my knowledge about video game design even when i already have a grasp of it is never going to do harm, but seeing this really made me realise you not only know what you're talking about, but you can effectively apply it to make a really fun level, and it makes me trust these videos so much more. so congratz, you earned a sub
Interesting, many of the points you bring up is very close to how my music theory class taught me to structure a song. You start with one or two musical ideas, build on one, take a break from it and switch to the other. Then come back to it, only more developed. This goes until you can merge the ideas in the end then add in some extra fun stuff to make it feel more complete. Very cool!
That was really cool. I am a fan of personal development and this is exactly the same. It is beautiful to see how you paid attention to the things you liked and implemented them to the best of your understanding. I would like to see more episodes like this.
Great level, especially for a first try! Love how you actively researched what works, and then applied it in a thoughtful and successful way, all while explaining your intent. I would be interested to watch a longer video of the actual level development process, to see both what works and where your intuitions and knowledge lead you astray (as a game development myself, I know this all too well, but would love to see another example as reference).
Good analysis! For the last couple of weeks I have penned down numerous levels that I will make when the game is released. From the start I knew I wanted to make levels that could be feasible original levels (or at least give the quality and feel of an original level). It's nice to see someone sharing that point of view!
That's really brilliant that you actually sat down, took a bunch of inspiration and made a level. I know a lot of people like modders do that, but when a game like LBP or Mario Maker gives you the tools to build your own level, I am just overwhelmed and without inspiration I just ignore it.
Very cool! I love how well you applied what you said on the previous video about Mario level design conventions, and it really legitimizes it. Regarding the mushroom platforms and a greater sense of danger, I totally agree. Take the ending stairs from SMB World 8-1 vs world 8-3. 8-1 uses a broken staircase at the end, similar to 8-2 like shown in the video. 8-3 doesn't use a staircase; it uses floating blocks. It is far more intimidating than 8-1, but in actuality, it's functionally exactly the same.
Wow this was very interesting to watch, to see how and why Mario stages are so fun yet also challenging. Not many people would bother to be so in-depth with a Mario game of all things, but I'm sure glad you did!
Once again, you spoil us with incredible videos. This is quickly becoming one of my favourite RUclips channels, alongside the Roosterteeth family of channels, Game/Film Theory, Vsauce, and PBS Idea Channel. No matter the length, I always look forward to new videos, and you have one of the few channels that make me immediately smile when a new installment appears in my subscription box.
i really like this, it reminds me of the commentary nodes from the Orange Box games. I love a play-by-play explanation of what a developer was thinking when making their game, I wish more games had commentary tracks.
I've never quite understood how to approach level creators in games and this honestly gave me a nice intro to how to actually tackle level creators in games. I'll definitely give it another go when Mario Maker Switch comes out.
Nice to know you and I share a similar design philosophy, Mark Brown. All the Mario Maker levels I made I designed as if they were made by Nintendo devs. I actually remade Chocolate Island 4 in Mario Maker, too.
Love your analysis and as said by many the quality of presentation here is insane. I love the deconstruction of these games and how they teach the player, often without the player being aware of this.
I love that jump at 10:28. You run from the top of the pipe straight across the two pillars, but you have to let off the pressure of the run to land just right on the first pillar. It's a jump that killed me a lot at age 5, but now at 30 I can see how far I've come.
Great video. Now if only we could make all the people who think dropping 50 hammer bros in one spot makes for a good level to watch it! One thing I want to add: If you want to make the level even longer you can use a pipe and make the sub-level the same "theme". So you can basically make it twice as long if you wanted to - but I'm sure you knew that
You know, I really like the big jump in world 8-2. The only reason it works, in my opinion. is that it's at the end of the game. You've struggled so much to make it that far, and the final gauntlet is just super difficult. Those jumps are such easy pitfalls, and even with practice they're difficult. What that means is that you have to but up against this really difficult challenge, with victory a hair's breadth away, and when you finish the game you feel a much bugger sense of achievement. I remember finishing Mario Bros. Deluxe and that part of 8-2 will always be the part of the game I remember best. It's obnoxious, but it gives you the most amazing feeling of achievement when you finally finish the game.
Awesome video! I love your analysis of the maps and how you also considered the emotional effects of the design along with it's more technical aspects. Your map is pretty good also. I especially like the risk/reward section with having to stand between the blades, which brings you to the gauntlet challenge. The part where you have to jump on the music block over the blade on the moving platform was a bit iffy though. The longer ride to it didn't really keep it in view, so I don't think you could use the extra time to plan what to do. It might need some simpler precursor challenge to get you used to the idea of using music blocks maybe. Also the coins dump after that seem like a bit too much of a troll than a playful joke and might lead players to fall down the pit after them (although it could be used to hint at a secret area down there that requires a leap of faith to get to). Overall though it looks like a very enjoyable and well put together map, good job!
Hey Kristian Really good points - I definitely could have done more to set up the music block challenge. And the coins are a bit harsh, I agree. It was supposed to shower you with coins as you jump, but I haven't figured out the timing yet ;)
That sounds like a really cool reward idea! Maybe just having them fall from a bit higher could help, the way they get blasted down like this makes the whole event happen a bit quickly and you don't get a lot of time to process whats happening. But it can be cool depending on the sensation you want the player to have - I guess one is: "Oh those were coins that just shot out of that, hey cool I got some coins!" (after the fact), or if they get more time to see whats happening then its: "Oh wow coins are raining down from there and Ill get some!(if I jump or get under there at the right moment)"
Mark Brown With the music block, you could rearrange the part where the goomba hits the note block so it gets hit over a saw blade and lands on marios platform, foreshadowing using the note block to jump over and adding a cool "think fast" moment.
Great video. You did exactly what I'm planning on doing: replaying older Mario games to get a feel for how Nintendo always seems to bottle magic. I want to make fun levels that eventually provide challenge.
This is really well made, your editing skills have improved making it easier to follow along and understand what you are talking about. Keep it up! Very good content!
Personally I like these longer analysis, since apparently they have more content and more things to learn, but please don't stop making this series, be it shorter or longer videos, since the content is so amazingly explained!
I think another great stage in Super Mario World is Vanilla Dome 4. It's a sky themed stage that introduces you to the little green "spring board" platforms, which are the main platforming mechanic in the stage. At first glance, it seems really basic and easy to traverse, which lets you get familiar with how the spring boards behave. However, not too far in, a constant barrage of bullet bills is unleashed on you from off-screen on both sides. This forces you to time pretty much every jump you make so that you don't get hit by one. You even have to time your landings on the spring boards because there's a brief moment where they bend under your weight and hold you there before springing you back up. If you time it wrong, you could get pegged by a bullet bill before being sprung back up in the air. Or it could just spring you right up in to one. Right after the mid-way checkpoint, there's a brief period where the bullet bill assault stops, then you're suddenly hit with a flurry of four bullet bills that come from not just the sides, but from above and below as well. They have a distinct pattern that you're able to learn after a few volleys, but it amps up the difficulty regardless. I like the stage so much because it basically uses two mechanics that are easily managed on their own to create something unique and challenging. It doesn't have any fun "moments of reprieve" after difficult segments, but it's not a terribly long stage to begin with, so it doesn't burn you out.
I'm an aspiring game maker and I've been playing MM since it's release. A couple things stand out to me when critiquing levels and it's beside the point but there aren't many levels that truly encapsulate the feeling of an authentic Nintendo level. And that's definitely not a knock on level creators but more of a nod and testament to Nintendo. They're pretty much masters of level design. When I watch videos like yours it leaves much off the table in terms of WHY their levels are so polished. Nintendo is extremely sound on placement of each and every aspect of the levels. For example. If you noticed 99% of their levels have this set up that places enemies and platforms visually stimulating a resolve and ending just before the level ends. In other words, you can predict when it's about to end, not by time but by how the level is layed out. It sounds like nothing but it means so much. Another thing that I haven't heard is how each level is designed with novice player friendliness in mind. You can literally complete each level without running. I can't stess enough how amazing that is. It's like a book and storytelling and I guess the only real way to get there is through trial and error and....a lot of luck.
Probably one of your best video's yet. I love the whole breaking down level design. Maybe you should do another show just about breaking down levels if it's something you think is worth it?
This is my first level I made yesterday: 4F97-0000-0012-DBA7. I think it adheres pretty well to the concepts you laid out and I wish more player-made levels did so too. Hope you like springs!
It seems, in his diferent videos with Mario games, that Mark Brown doesn't know you can run over 1 block gaps in Mario. This makes this race (9:58) and this jump (10:26) very easy. Personally, it's a game mechanic I learnt by reading Super Mario Land's booklet at the time.
Your level is looking good! If I had to make a couple tweaks: 1. In the first instance of moving platforms in your level, you have a "safety net" made of blocks below your platforms. The blocks, in my opinion, look a bit out of place visually, and I might suggest replacing thiem with regular ground tiles. I would also suggest adding some staggered standard spinning and "?" Blocks above the moving platforms, maybe moving the mushroom to one of those rather than below the first Koopa, to encourage the player to get familiar with how hitting blocks interrupts their momentum while moving horizontally, as well as to allow them to cross the gap to the rest of the level. 2.) I might also recommend using Coins along the track that you travel up between the spikes to the more dangerous gauntlet of platforming. This adds the small reward of "a few coins vs. none at all", as well as telegraphing that you can, in fact, go up there and that there is something to see and do.
These are my favourite kind analysis videos. Especially Nintendo ones. Their designs are always basic and elegant and it's fun to see them broken down and analysed.
Very good analysis. This is kinda why I was a little unsure if I can rely on user created Mario levels when I can just leave it to the professionals. Maybe with lessons like these, there's ought to be some really well made levels for me to try out. Great job, Mark Brown.
great video. loved how you implemented what you learned in your level. just wanted to mention i was surprised that when looking at level 8-2 in the original mario, you didnt draw attention to how the 1up on the platform above you encourages you to run, thus coaxing you into learning that you can run across 1-wide gaps without falling. you can then use that knowledge to make that large jump later in the level (that you didnt like) significantly easier.
Actually the mechanic at 10:29 is a test of what they were trying to teach the player at 9:52. If you hold the run button, you can run over single block spaces without falling through. The game presents multiple 1-block holes at the 1up chase hoping that the player will accidentally run over a hole while avoiding an enemy or rushing over. The player learns they can retain momentum this way and is pushed to apply it over the big jump
I totally agree that the mushroom platforms feel more unsafe. It seems like they could break any moment and they suggest a much greater fall, because of the thin stick that could go on forever.
+SpeckObst For me, they feel unsafe because of 2 things. The nostalgia of those perilous cheep-cheep levels, and the fact that they make you feel far from the ground(the stick seems like it'll go on forever like you said, where as ground would feel like you're just in some field with holes for some reason).
+ivan2294 I always feel like mechanically they are more precise jumps. The same happens with any 1-block thick floor - it feels more like you have to slot yourself in, but normal ground I'm usually just concerned with being higher than what I'm trying to jump onto.
I think also, the art for the mushrooms look precarious. Ground looks like Mario has grass on either side of him, but we see a slight slope to the mushrooms, which, if I were in Mario's shoes, would give me terrible vertigo.
+ivan2294 and
+SpeckObst Yeah, i always felt they were slippery, for some reason
mushroom platforms in mario 64 were also menacing. those stalks vanishing into the fog below. they felt like they were miles tall. and of course the red and white pattern of poison.
Hello! The code for the level is 91D9-0000-002E-DCD1. I'll do a video about it, showing how I incorporated your (great!) feedback, and showcasing your stages too, soon.
Carlos! This is great. Not only did you find a really clever mechanic, but you taught it incredibly well. Introducing each part slowly and methodically to explain to the player how your level works, and providing safety nets while they learn
It does get very hard towards the end - bit of a difficulty spike - but in general, super impressive.
Comments are on the courses I played. As for a couple of my courses...
7436-0000-0252-8BDF - a classic castle course with a twist.
9802-0000-0268-EB1D - a remake of a Super Mario Bros. mod/hack by Googie back in 2004
For someone who clearly hasn't played much mario, you did a good job at breaking stuff down. GG
Thanks! I love your videos! Could you pin your comment (this one) to the top (so it is easy to find)? Thanks again!
12:33 you should have put a coin or something there to indicate that you can go up
+Craft2299 Its optional and it will reward the player's curiosity.
I think seeing the path continues might already trigger curiousity tbh.
I disagree, this like a lowkey secret. The coin would give it away.
I think just seeing that the tracks go above screen is enough of a hint, coins would make it super obvious you’re supposed to go up there but extending tracks feel more like a “why would the level creator make them go that high?” And makes you wonder if there’s a shortcut rather than tells you that there’s a shortcut
He probably just didn't know how to place coins over tracks without them riding them.
I think you missed something with your review Mark. In world 8-2 of the original Super Mario Bros, I think the long jump after the pipe ( 10:27 ) is there to reward players for discovering the mechanic of being able to run over small gaps without jumping, which is actually alluded to earlier in the level with the run for the 1 up (you don't have to jump over the small gaps, you can just run over them). It doesn't seem like you noticed this as you jump from the second pillar instead of starting to run on the first pillar, you also don't run over the gaps when trying to get the 1-up (9:56).
In staying true to Nintendo's own design principles, perhaps they should have had a section in the beginning that required you to run across gaps (say, but not having headroom to jump) if you wanted to get the 1up.
I'm glad someone mentioned this. the safest way to do that part is to walk off the pipe and then hold B when you hit the ground. The running across blocks mechanic was first required in 4-4 (and makes appearances all throughout the game, though most instances are negligible) but is reintroduced in 8-1. It probably wasn't super smart to use a concept once and then bring it back half of the game later, but this //is// the last world. Putting coins over the gaps would've made it more obvious but I think the 1-up chase with the Paratroopas (who can bounce over you to discourage jumping) does a good enough job.
Just came down here to say this lol
they don't "reward the player". it's mandatory and there is no part teaching this section.
it just feels unfair every time you die
Mark this might be my new favorite GMT. I loved everything about it. I've always noticed this about Mario levels, and you hit the nail on the head. I made my own SMW Rom hack back in the day, and my goal was to make it difficult but never unfair, and above all else, fun and interesting. So this spoke to me on a personal level too because I always loved the way Mario introduced things to you, and even attempted to make my own. I can't wait for Mario Maker!
Hey, snowmaN! I loved your Donkey Kong Month you had a while back. It was a nice surprise seeing you here in the comments. This video and your comment got me thinking...you should do a Mario Month in September to celebrate the release of Mario Maker! I think it would be pretty cool. :)
You could find your favorite Mario levels, and talk about what's so great about them. You could do an Analybits episode on Mario level design. Maybe a HARDCORE playthrough of Super Mario Bros. 3? Maybe see if you could get your friends to do a Super Mario World Race. And then end it off by showing off some Mario Maker levels you made. Maybe make an acoustic guitar cover of another Mario song, and use it as the background music for your custom Mario Maker levels? ;)
Just thought I'd throw out these ideas that pooped in my head to you. I love it when you have a theme that ties a bunch of your videos together. Keep on keeping on! ;D
snomaN Gaming
You need to show that ROM hack on your channel!
Mine previous was the 3D World one.
I'm making a Mario Wii hack.
Your level looks fantastic. Levels like this one are what I want to play, not the troll levels you see in most RUclips videos.
Same. It follows exactly how a Mario level should be. Fun with little jumps in challenge every now and again.
Those levels are what sort of ruined Mario Maker for me. I just want to play good Mario levels.
Except take out the troll unobtainable falling coins. It's not like they teach a distinct message for this level. I'd say putting in unobtainable stuff can be acceptable as an in-game joke if you later realise that getting it would be no advantage eg a feather but all of the remaining enemies are high up with no power up advantage to going high up either. Or getting a feather when you can only go through a 'tunnel' of bricks or down.
But the troll levels are more appealing to watch RUclips personalities contend with(at least the idea is appealing. The reality is hit-or-miss).
I think maybe a lot of people resort to making troll levels or just gratingly hard levels because they don't have a grounding in what makes a traditional Mario level engaging. The troll and zany theme levels are usually a lot more fun than a poorly-designed traditional level.
But with that said, yeah, well-designed traditional levels are the best.
TMose same I don't make troll levels but in my world super Mario 2d land I put a pit that makes you restart XD then get to the real thing. how is it hard? cause your on ice before the end and that pit.
12:50
...Can't you just stand on the one concrete block on the left if you're too slow?
Ivo Robuttnik yeah you totally could. I saw it too but I think he did it that way for aesthetics though he probably should have went one more block over with the wood making it over lay the concrete block.
Ivo Robuttnik He corrected it in his video where he plays Mario maker levels.
It's like listening to Gordon Ramsay eating a delicious video game.
How does one eat a video game?
It's when you enjoy it like your favourite meal
Dr. Spaghet profile picture checks out
Dont lick the switchs cartridges
@@drspaghet How does one not take a simple joke?
Hey - just to note that I plan to share the code for the level (after I have remade it in the retail version and uploaded it), but have loaned my copy of the game out for a couple days. In the mean time, please share your levels for me and other viewers to play! Maybe I'll show some on the channel?
I made a level using the day two elements, I think it is much more of a cohesive level than my initial attempts. It's easy, it's meant to teach someone who is new to Mario how the platform lifts work before upping the challenge gradually. It's roughy like a world 1-2 or 1-3 in my mind:
F6B4-0000-0025-4000
+Mark Brown oh, didn't realize this is where we're posting our levels, I'll just repost my comment here :)
I tried to make something feel Classic with just the starting tools!
0E8E-0000-0018-3877
+Mark Brown Like always your videos are eyes opening for some little things :)
As for Mario maker levels, here we go :
A44F-0000-0030-7063
+Mark Brown BEST, LEVEL EVER (i love wat u did with the mushrooms it really does make u scared)
+Mark Brown
43B7-0000-003E-6729
A little Para-Beetle action :)
Its a shame Mario 2 isn't in Mario Maker, it would have been quite interesting to insert SMB2's mechanics in a regular Mario game.
Sort of like when you put Knuckles in Sonic 2.
+Larry Bundy Jr The difference is that Knuckles plays to the formula used in Sonic 3 which is largely the same in Sonic 2. Super Mario Bros. 2 has no relation in any of its mechanics to Super Mario Bros. at all, except that they are both platformers and that's not exactly a strong relation.
+Quisciens It'd be interesting to have the abilities unique to the set, though, like how the New Super Mario Bros U theme has the ground pound.
+Larry Bundy Jr When Super Mario 3 came out on GBA I had the e-Reader card that added SMB2-style veggies throughout the whole game. I always left it on, it felt like a completely natural addition to the game.
You can use smb2 graphics and sprites in lunar magic if you download and insert them you get everything you need from smw central then find your self a clean smw usa rom
It's now a thing.
"If you're an adept player, you can avoid Bullet Bills"
The speed running part of 8-2 is meant to teach you that you can run over small gaps. Then once you reach the large jump, you have to use that knowledge to gain momentum for the jump.
Great job, Mark! I just fell in love with your channel. I'm currently studying about Game Design and I gotta tell you, your videos are being a great addition to my "knowledge". If I ever become a successful Game Designer, you definitely played a big part on that, you and Extra Credits lol.
Also, your stage is awesome. Wished there were more stages like this and less "do not move" in Mario Maker
Thanks! Good luck with your studies :)
Just curious. How that ended up going?
Can't make your own gimmick? I sure hope you've played more Mario Maker since this episode and seen how creative players can get with the interactions between the provided objects. :D
13:04 (Watching this in 2021), and the decision to use the mushroom platform because they "feel less safe" is a key tenant in Mark Brown's later videos: knowing at least a little bit about player psychology. Same with the moment of catharsis at 13:52, very interesting.
Watching you analyse mario levels and making one yourself is like pure magic. I absolutely love your videos, keep it up!
1:45 I believe that the wiggler walking back and forth is to both show the player that the wiggler flips direction when faced with a ledge, and that they can be killed from underneath.
The weird thing about Mario Maker is that I was on the SMW hacking circuit for quite a while in the 2000s and was considered a good level designer within the context of a set of levels - i.e. - a hack. I'm not saying I was the best or anything, but I had a lot of praise about my use of ideas and easing the player into them. What is so tricky and yet so fun about Mario Maker is that you get ONE level to make your pitch. This, combined with the feedback you get from deaths and comments, really forces you to up your game and make every level count. Well, that and the fact that you can't do cool stuff like make Layer 2 levels. I really miss making moving Layer 2 puzzles :)
Absolutely brilliant! Observation is key to mastery of anything in life and your use of it to understand Mario is brilliant!
Great video. It's impressive how Mario games balance teaching, challenge, and reward so subtly and efficiently that you never notice and most people don't realize what makes them fun. And I think you're the first person I've seen to make a Mario Maker level who analyzed Nintendo's philosophies and intentionally implemented them in his design.
5:34 "There's a Koopa who can't actually hurt you, but you'll probably kill it anyway because you're a terrible monster."
And you would have to fight a drybones at the end if you decide to kill them all.
@Francisco A G some players do "pacifist" runs, where they try to beat the game without killing any enemies whatsoever. often ends up being quite difficult
I appreciate you.
Lol simping
This video was so enjoyable that I un-hid youtube comments just to say so. Great video and great channel, Mark!
It's funny, I remember seeing recently on Twitter (or "X" as it's now called for some dumb reason) people showing levels from Super Mario Bros. 3, sarcastically remarking on it's "design" while showing off how obtuse the solution is for progressing through those levels. These levels were mostly from world 7, which yeah, were pretty damn hard. I honestly can't imagine a modern day 2D Mario game trying what they did back then. Still, it helps makes those levels memorable, if nothing else.
Wow, it's interesting seeing an analysis on what makes mario levels fun and creative, it really makes you realize the creativity and innovation of mario level design
12:50 you can still get that 1-up if you stand on that stone block, right?
yeah, but you'd have to be fast, as is would fall through the logs, punishing you for being slow
@@ammyvl1 That's pretty cool actually
I noticed that too
My understanding is that the early, easy "puzzles" are called 'proofs', and they communicate to the player how to go about solving the more advanced versions of the puzzles that appear later on in the level.
Fantastic game design analysis in this and the 4-step process video. Definitely gives me some great ideas and a process to put to work!
I really like your videos, a friend showed them to me. They're really professional and I always learn alot. Thanks for making the effort :)
Very nice to watch an analysis of three complete levels instead of just a section.
That kind of thinking may be good for an official Mario level that's meant to ease you up on challenges, but players of Super Mario Maker are often Mario veterans or at least people familiar with platforming. I think you could look at The Lost Levels and how that game subverts the expectations of people who played the first SMB and gives them new challenges in a familiar setting.
I think this style of thinking could work for veteran players too, if you start the difficulty scale a little bit higher at the start of the level, and make the later mutations of a stage mechanic a lot more precise and tricky to deal with
great level, I hope more people build levels like this when the game comes out.
This is my favorite series on RUclips, and so useful in both a Practical and Emotional way to an aspiring game designer. I do love the longer video length, but as long as you upload anything with the same level of quality that Game Maker's Toolkit expresses, I'm happy.
5:58 If you never played Mario, you're in a different planet
People who never played mario are kids who think flappy bird and color switch is a revolutionary game
I’ve never played Mario because I’ve never owned a console, I can only play pc games ):
They have a old Nintendo console at the local bar here. If you finish the original Mario there, you win a bottle of tequila. I legit had to teach my friend how to play Mario last night. Yeah, it was weird.
@@captainnomekop5056 Emulators exist. That's how I play console games, never had consoles either. Try RetroArch.
Fantastic analysis and a wonderful video. An absolute pleasure to watch. Well done!
I came here because this video was linked in an article about level design, refered to Super Mario Maker, and have to say that what you did was fantastic, really fantastic. Now I want irrationally to play Super Mario Maker and you give me some ideas to start, thank you so much.
12:51 you can stand on the stone block and wait for it to come to you if you're quick
Amazing video! Your level looks great and your explanations are very informative without being dull.
This is probably my favorite video of yours. Not only do you analyze the level design in 4 different games, but you actually use that knowledge to make something of your own. Perfect continuity between what you say on the first part of the video and what you do on the second part. I just love it.
By the way, that Mario just had to troll us at the end of the level, huh. It's almost as if he was saying "Hey! I forgot to tell you that I'm impervious to saw-blade damage!". Classy.
Please keep making great videos like this.
Wow, you never really realize just how much thought and pacing went into these levels that nobody ever really thinks of. With all the talk of story and characters being the real important part of games these days, it's good to remind ourselves of the real basics of challenging gameplay progression, and how they can give gameplay a context all their own with their mechanics and pacing, a beginning middle and end. It's the one part of videogames nothing else can do.
this was an awesome analysis, and it was great to see how you turned what you learned into a level! thanks for showing this process :) it inspires me to go back to old Mario games and attempt my own critical analyses!
For the New Super Mario Bro's Level that was analyzed, I feel the wiggler allows for the following
1) Make the player realize that wigglers are killable from below (I dunno if wigglers are introduced earlier, I haven't played that particular game)
2) Slow down the player to allow them to absorb how the see saw platform works and so they don't just rush to the see-saw platform and feel like they have to wait.
This is great. I know a few people who are struggling with the idea of really analyzing games as you play them, and this gives tons and tons of examples and a sort of "goal" to that analysis at the end, so I'll definitely be sharing this with others!
Great video!
I feel like this level could've been harder without cheating the player. I don't think you need to foreshadow every single element, like with the spinning saw blades on the track after the little catharsis fall. Forcing the player to have to jump around the saw blades would be a sudden twist on the track platform concept, and there's nothing wrong with forcing the player to think fast and learn fast towards the end of a level. And as for the easy or difficult paths, I think you should've reversed them; the hard paths should be the obvious paths, while the easy paths should be the ones you have to stop and discover; both should reward the player, but there's little reason for the player to take the hard path unless they already know there's a reward.
Your Mario Maker level would make a good Level 1-3.
You forgot to mention how in the Mario 3 level, a mushroom powerup only appears if you're on the giant side, and that 1-up mushroom only appears on the small side, encouraging exploring the different sides
I really love this series. As an aspiring Games Designer myself, your videos are such an invaluable tool and make me think outside the box when I play games and analyse them as I play them (much to the annoyance of my friends I'm sure!)
I absolutely love level design breakdowns like this :D Your level looks realy cool too, I can´t wait to play your creations when I get my hands on Mario Maker.
All of your video's are just incredible ! It inspires me to create something amazing :D
+Mr Crocotron Thanks!
I dont see whats so bad about gimmick levels. I saw this one level where you had to avoid the super mushrooms called winners don't do mushrooms. It was an amazing idea and a new take on how you play. it looked sooo fun and i hope to make creative levels like that. why do people hate gimmicks in this game.
***** That's not unimaginative, that's called good design.
A single theme or mechanic which gets built upon actually takes more imagination then a single gimmick would. As it requires that the mechanics are versatile enough to do so. It also provides cohesion to the whole level.
+LegendaryWarrior yeah, i think gimmick levels can be some of the best and some of the better use of SMM's tools *if done right*. unfortunately, most are just messy and overkill or just so poorly designed in other ways that they're not fun to play, though many of the gimmicky levels I saw made pre-release or in 10-mario challenge are great and I hope more like that continue to be made.
+LegendaryWarrior i think gimmick in this case refers more to something like automatics or music levels or similar, its not a concept you can do much with. the level youre talking about is a ton of fun (ive played it myself) and while id call it a stage theme, the word gimmick could also describe how mushrooms suddenly are bad in this level. its really just about how you use the word gimmick, id say.
I tried making a level where you need to avoid all mushrooms but found that I'd need to do it in the original Mario Bros. style if I wanted to make shimmying through small passages impossible when large. But that then prevented me from having springs that could be lifted which I'd wanted in the level.
This is a really cool look into how Mario levels work, and actually makes me want to play Mario Maker now. My favorite things in games are secrets and easter eggs, so when you put in that platform that takes you to the top with the bullet bills and the door at the end it really sold it for me. I want to do that now. Nice work, man.
I've seen a lot of fun Mario Maker videos that I've really enjoyed, but this video is the most *interesting*. It's a different, more analytical approach to the game than seemingly every other channel covering it, and I suppose that's because it's part of a game design series, but I like how this highlights all the underlying factors that go into standard Mario levels. Kudos!
This sounds JUST like Arin's impression!
Who's Arin
I'm more excited for this than the new MGS to be honest.
babe
Yo Ice Cube, I need you in some my cola.
Great video Mark! I hope you do more of these. I'm very interested in making my own Mario levels using this design philosophy and your insight into the process is fantastic.
Yet another fantastic lesson. Keep up the good work, Mark!
Very cool! This could easily be a real Mario level, I hope there'll be lots of stages like this rather than Kaizo Mario-style crazy levels with all enemies stacked on top of eachother.
I just started watching your channel. I am so excited that I didn't know about it until yesterday because now I am going to binge watch every video. Really awesome and interesting look on game concepts as a whole!
as someone who's made several SMW hack levels in the past, your first super mario maker level is seriously impressive for a first attempt. now, i have been watching several of your videos lately because expanding my knowledge about video game design even when i already have a grasp of it is never going to do harm, but seeing this really made me realise you not only know what you're talking about, but you can effectively apply it to make a really fun level, and it makes me trust these videos so much more.
so congratz, you earned a sub
Interesting, many of the points you bring up is very close to how my music theory class taught me to structure a song. You start with one or two musical ideas, build on one, take a break from it and switch to the other. Then come back to it, only more developed. This goes until you can merge the ideas in the end then add in some extra fun stuff to make it feel more complete. Very cool!
That was really cool. I am a fan of personal development and this is exactly the same. It is beautiful to see how you paid attention to the things you liked and implemented them to the best of your understanding. I would like to see more episodes like this.
"if you're an adept platformer"
*immediately dies*
Great level, especially for a first try! Love how you actively researched what works, and then applied it in a thoughtful and successful way, all while explaining your intent.
I would be interested to watch a longer video of the actual level development process, to see both what works and where your intuitions and knowledge lead you astray (as a game development myself, I know this all too well, but would love to see another example as reference).
Good analysis! For the last couple of weeks I have penned down numerous levels that I will make when the game is released. From the start I knew I wanted to make levels that could be feasible original levels (or at least give the quality and feel of an original level). It's nice to see someone sharing that point of view!
That's really brilliant that you actually sat down, took a bunch of inspiration and made a level. I know a lot of people like modders do that, but when a game like LBP or Mario Maker gives you the tools to build your own level, I am just overwhelmed and without inspiration I just ignore it.
Very cool! I love how well you applied what you said on the previous video about Mario level design conventions, and it really legitimizes it.
Regarding the mushroom platforms and a greater sense of danger, I totally agree. Take the ending stairs from SMB World 8-1 vs world 8-3. 8-1 uses a broken staircase at the end, similar to 8-2 like shown in the video. 8-3 doesn't use a staircase; it uses floating blocks. It is far more intimidating than 8-1, but in actuality, it's functionally exactly the same.
Wow this was very interesting to watch, to see how and why Mario stages are so fun yet also challenging. Not many people would bother to be so in-depth with a Mario game of all things, but I'm sure glad you did!
Once again, you spoil us with incredible videos. This is quickly becoming one of my favourite RUclips channels, alongside the Roosterteeth family of channels, Game/Film Theory, Vsauce, and PBS Idea Channel. No matter the length, I always look forward to new videos, and you have one of the few channels that make me immediately smile when a new installment appears in my subscription box.
i really like this, it reminds me of the commentary nodes from the Orange Box games. I love a play-by-play explanation of what a developer was thinking when making their game, I wish more games had commentary tracks.
I've never quite understood how to approach level creators in games and this honestly gave me a nice intro to how to actually tackle level creators in games. I'll definitely give it another go when Mario Maker Switch comes out.
Helped me to visualize some of the concepts I was struggling to understand. Look forwards to seeing your levels. :)
Nice to know you and I share a similar design philosophy, Mark Brown. All the Mario Maker levels I made I designed as if they were made by Nintendo devs. I actually remade Chocolate Island 4 in Mario Maker, too.
Love your analysis and as said by many the quality of presentation here is insane. I love the deconstruction of these games and how they teach the player, often without the player being aware of this.
I love that jump at 10:28. You run from the top of the pipe straight across the two pillars, but you have to let off the pressure of the run to land just right on the first pillar. It's a jump that killed me a lot at age 5, but now at 30 I can see how far I've come.
Great video. Now if only we could make all the people who think dropping 50 hammer bros in one spot makes for a good level to watch it!
One thing I want to add: If you want to make the level even longer you can use a pipe and make the sub-level the same "theme". So you can basically make it twice as long if you wanted to - but I'm sure you knew that
Fascinating video yet again. Thanks so much for making this series. I learn so much and I really like your level! :)
Great level, your explanation of the decisions you made were on point, and you were coherent with everything you analyzed on the original SMB games.
You know, I really like the big jump in world 8-2.
The only reason it works, in my opinion. is that it's at the end of the game. You've struggled so much to make it that far, and the final gauntlet is just super difficult. Those jumps are such easy pitfalls, and even with practice they're difficult.
What that means is that you have to but up against this really difficult challenge, with victory a hair's breadth away, and when you finish the game you feel a much bugger sense of achievement. I remember finishing Mario Bros. Deluxe and that part of 8-2 will always be the part of the game I remember best. It's obnoxious, but it gives you the most amazing feeling of achievement when you finally finish the game.
Awesome video! I love your analysis of the maps and how you also considered the emotional effects of the design along with it's more technical aspects.
Your map is pretty good also. I especially like the risk/reward section with having to stand between the blades, which brings you to the gauntlet challenge. The part where you have to jump on the music block over the blade on the moving platform was a bit iffy though. The longer ride to it didn't really keep it in view, so I don't think you could use the extra time to plan what to do. It might need some simpler precursor challenge to get you used to the idea of using music blocks maybe. Also the coins dump after that seem like a bit too much of a troll than a playful joke and might lead players to fall down the pit after them (although it could be used to hint at a secret area down there that requires a leap of faith to get to). Overall though it looks like a very enjoyable and well put together map, good job!
Hey Kristian
Really good points - I definitely could have done more to set up the music block challenge. And the coins are a bit harsh, I agree. It was supposed to shower you with coins as you jump, but I haven't figured out the timing yet ;)
That sounds like a really cool reward idea! Maybe just having them fall from a bit higher could help, the way they get blasted down like this makes the whole event happen a bit quickly and you don't get a lot of time to process whats happening.
But it can be cool depending on the sensation you want the player to have - I guess one is: "Oh those were coins that just shot out of that, hey cool I got some coins!" (after the fact), or if they get more time to see whats happening then its: "Oh wow coins are raining down from there and Ill get some!(if I jump or get under there at the right moment)"
Mark Brown With the music block, you could rearrange the part where the goomba hits the note block so it gets hit over a saw blade and lands on marios platform, foreshadowing using the note block to jump over and adding a cool "think fast" moment.
Bang on job. The level you designed seemed pretty damn good as well. Keep it up.
Your best video. Love the break down and walking us through how you discovered these guidelines in actual levels.
Great video. You did exactly what I'm planning on doing: replaying older Mario games to get a feel for how Nintendo always seems to bottle magic. I want to make fun levels that eventually provide challenge.
This is really well made, your editing skills have improved making it easier to follow along and understand what you are talking about.
Keep it up! Very good content!
That extra long jump in 8-2 was the bane of my entire childhood. I'm pretty sure it literally made me cry once
Personally I like these longer analysis, since apparently they have more content and more things to learn, but please don't stop making this series, be it shorter or longer videos, since the content is so amazingly explained!
I think another great stage in Super Mario World is Vanilla Dome 4. It's a sky themed stage that introduces you to the little green "spring board" platforms, which are the main platforming mechanic in the stage. At first glance, it seems really basic and easy to traverse, which lets you get familiar with how the spring boards behave.
However, not too far in, a constant barrage of bullet bills is unleashed on you from off-screen on both sides. This forces you to time pretty much every jump you make so that you don't get hit by one. You even have to time your landings on the spring boards because there's a brief moment where they bend under your weight and hold you there before springing you back up. If you time it wrong, you could get pegged by a bullet bill before being sprung back up in the air. Or it could just spring you right up in to one.
Right after the mid-way checkpoint, there's a brief period where the bullet bill assault stops, then you're suddenly hit with a flurry of four bullet bills that come from not just the sides, but from above and below as well. They have a distinct pattern that you're able to learn after a few volleys, but it amps up the difficulty regardless.
I like the stage so much because it basically uses two mechanics that are easily managed on their own to create something unique and challenging. It doesn't have any fun "moments of reprieve" after difficult segments, but it's not a terribly long stage to begin with, so it doesn't burn you out.
Top analysis. I hope it helps other people make good levels.
I'm still baffled every time how high quality your videos are. Thank you for providing such great content!!
I loved the analysis! Makes me wanna play the old (and new) mario games all over again :) keep it up!
I'm an aspiring game maker and I've been playing MM since it's release. A couple things stand out to me when critiquing levels and it's beside the point but there aren't many levels that truly encapsulate the feeling of an authentic Nintendo level. And that's definitely not a knock on level creators but more of a nod and testament to Nintendo. They're pretty much masters of level design. When I watch videos like yours it leaves much off the table in terms of WHY their levels are so polished. Nintendo is extremely sound on placement of each and every aspect of the levels. For example. If you noticed 99% of their levels have this set up that places enemies and platforms visually stimulating a resolve and ending just before the level ends. In other words, you can predict when it's about to end, not by time but by how the level is layed out. It sounds like nothing but it means so much. Another thing that I haven't heard is how each level is designed with novice player friendliness in mind. You can literally complete each level without running. I can't stess enough how amazing that is. It's like a book and storytelling and I guess the only real way to get there is through trial and error and....a lot of luck.
In Super Mario World's engine that sawblade past the goal would have killed you once you got the goal.
Lol because Mario still interacts with stuff
Excellent video and of course excellent analysis, keep up the good work!
Probably one of your best video's yet. I love the whole breaking down level design. Maybe you should do another show just about breaking down levels if it's something you think is worth it?
This is my first level I made yesterday: 4F97-0000-0012-DBA7. I think it adheres pretty well to the concepts you laid out and I wish more player-made levels did so too. Hope you like springs!
It seems, in his diferent videos with Mario games, that Mark Brown doesn't know you can run over 1 block gaps in Mario.
This makes this race (9:58) and this jump (10:26) very easy.
Personally, it's a game mechanic I learnt by reading Super Mario Land's booklet at the time.
Your level is looking good! If I had to make a couple tweaks:
1. In the first instance of moving platforms in your level, you have a "safety net" made of blocks below your platforms. The blocks, in my opinion, look a bit out of place visually, and I might suggest replacing thiem with regular ground tiles. I would also suggest adding some staggered standard spinning and "?" Blocks above the moving platforms, maybe moving the mushroom to one of those rather than below the first Koopa, to encourage the player to get familiar with how hitting blocks interrupts their momentum while moving horizontally, as well as to allow them to cross the gap to the rest of the level.
2.) I might also recommend using Coins along the track that you travel up between the spikes to the more dangerous gauntlet of platforming. This adds the small reward of "a few coins vs. none at all", as well as telegraphing that you can, in fact, go up there and that there is something to see and do.
These are my favourite kind analysis videos. Especially Nintendo ones. Their designs are always basic and elegant and it's fun to see them broken down and analysed.
Very good analysis. This is kinda why I was a little unsure if I can rely on user created Mario levels when I can just leave it to the professionals.
Maybe with lessons like these, there's ought to be some really well made levels for me to try out.
Great job, Mark Brown.
great video. loved how you implemented what you learned in your level.
just wanted to mention i was surprised that when looking at level 8-2 in the original mario, you didnt draw attention to how the 1up on the platform above you encourages you to run, thus coaxing you into learning that you can run across 1-wide gaps without falling. you can then use that knowledge to make that large jump later in the level (that you didnt like) significantly easier.
Actually the mechanic at 10:29 is a test of what they were trying to teach the player at 9:52. If you hold the run button, you can run over single block spaces without falling through. The game presents multiple 1-block holes at the 1up chase hoping that the player will accidentally run over a hole while avoiding an enemy or rushing over. The player learns they can retain momentum this way and is pushed to apply it over the big jump