Game Design 101: How Mario Makes You a Better Player | Game/Show | PBS Digital Studios
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- Опубликовано: 9 июл 2024
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Our Super Mario trilogy continues with how Shigeru Miyamoto used manga to design Super Mario and how that design trains you to be a better player.
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Super Mario, like any good video game should, takes you by the hand and shows you the skills necessary to become a talented player. You are not simply thrown into an impossibly difficult situation, but rather, you are built up over the course of basic levels that serve as a form of tutorial. Each new challenge builds upon skills that you have been previously tested on, leading you step-by-step to mastery. The fact that Super Mario games can execute this so flawlessly may have ties to the Japanese art of yonkoma, and more specifically, kishōtenketsu. We explain how, and examine how it relates to the Super Mario Maker, in this week’s episode of Game/Show!
Special thanks to Derwin Roberson for providing the awesome Mario illustrations throughout this video: bluehanzosdojo.blogspot.com/
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ASSET LINKS:
0:10 Miyamoto says Nintendo is more open to movie deals
wiiudaily.com/2015/08/miyamoto...
0:12 Super Mario Bros
nintendo.wikia.com/wiki/Super_....
1:26 A Japanese and half Japanese Kid Draw their Homes, Families, and Favourite Animals
www.youtube.com/watch?v=ptXuf...
1:39 yonkoma
/ yon. .
1:42 ESSAY: ON KISHŌTENKETSU
www.nicolewlee.com/non-fiction...
1:56 Give Us a Super Mario Bros. Design Works Already, Nintendo
www.usgamer.net/articles/give-...
4:21 Raph Koster Quotes
quotesgram.com/raph-koster-quo...
4:22 Theory of Fun for Game Design
www.amazon.com/Theory-Game-Des...
5:34 SuperMarioMakerBooklet.pdf
www.nintendo.co.jp/wiiu/amaj/...
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MUSIC:
""Oh Damn!"" by CJVSO
/ cj. .
""Digital Sonar"" by Brink
""Mindphuck"" by Known To Be Lethal
www.youtube.com/watch?v=B-cyr...
""After Hours""
""Lakes"" by Chooga
www.youtube.com/watch?v=E8hns...
""Beautiful Days"" by Extan
/ beaut. .
""Spectrum Subdiffusion Mix"" by Foniqz
/ f. .
""Good Way Song"" by Electronic Rescue
""Alice y Bob"" by Javier Rubio and Parsec
archive.org/details/escala19_...
""Sleet"" by Kubbi
/ kubbi-sleet
""Toaster"" by Kubbi
/ toaster
""Patriotic Songs of America"" by New York Military Band and the American Quartet
freemusicarchive.org/music/New...
""Lets Go Back To The Rock"" by Outsider
www.jamendo.com/en/artist/440...
""Run"" by Outsider
www.jamendo.com/en/artist/440...
""Fame"" by Statue of Diveo
www.jamendo.com/en/artist/352...
""Freedom Weekends"" by Statue of Diveo
www.jamendo.com/en/artist/352...
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Thanks for the shout out!
+Game Maker's Toolkit Amazing i get inspired from yours trailer .
+Game Maker's Toolkit You're an inspiration. I love your videos!
+Game Maker's Toolkit it's well deserved, your channel needs more love
+Game Maker's Toolkit I was really glad to see that too. It's a fantastic video that's been linked to, and it's nice to see these videos propping each other up, rather than trying to usurp or undermine each other.
+Game Maker's Toolkit I immediately thought of your episode on the level design of Mario during the first seconds of this video. At first I thought it was going to be the same thing, but it turned out different. You both create interesting content.
Also notice that the beginning of 1-2 teaches the player that pipes can be entered, and aren't just obstacles. Level design is an awesome teaching tool.
thank you for shouting out game maker's toolkit, he deserves all the traffic you just gave him.
A few things...
Escaping the staircases at 3:42 does not require the extra height gained from a dash-jump; Mario's maximum jump from a stand-still allows him to jump over/on top of anything that is at most 4 blocks tall. The dash-jump gives Mario an extra block in jump-height (5 blocks).
There's also no place in the first level that teaches the player how to use the B-button to run. The entire first level can be beaten easily without a new player ever suspecting that there might be any need for some way to run faster.
I normally like this, but there's been many analysis of this design already (and already how to apply it to Mario maker). Not trying to be rude but could you do something that hasn't been done before? It's very easy bake to make a video on this design.
+Rei Senpai (Reimasutā) Well, the yonkoma bit is kind of a new twist
+Rei Senpai (Reimasutā) this is the first video i have seen on the topic.
im sure there are others but if you had already seen them you can just skip this episode, i hadnt so i didnt
I actually have a friend which used Mario Maker to illustrate lack of information on issues, ability (as in disability and accessibility) and socialization creates obstacles for people in society, creating levels to demonstrate that how a lack of knowledge on a relatively minor matter can make some tasks literally impossible. She chose Mario because the classic games work so well to prep the player (and if you started a game mid-way you'd have almost no chance of success).
It's pretty awesome how flexible and potentially in depth games are as a medium.
I try to implement this philosophy even in more challenging levels. Not every level can be 1-1 afterall.
Here's one of my more structured levels: 3F51-0000-0160-7491
Musicians can also recognize elements of Yonkoma sequencing in Sonata Allegro form. The theme is introduced in the Exposition, the theme is then taken through Development (kind of meshing with the plot twist step), and finally the main theme is reintroduced in the Recapitulation. In Mario Maker, a level concept is introduced, it's taken through whatever increasing variations and new concepts the maker wants to insert, and then the basic concept is reintroduced with what else the player has experienced to close things out. A coda can then result from this, which in the case of a Mario Maker level would be any resulting action from grabbing the flagpole.
2:05 that my friend is not a koopa. 0/10 video
(nah)
+Zren HAH! nice, didnt even notice when watching
Funny thing, there was actually going to be a koopa there earlier in development
+Zren Whoops! We dun goofed. Annotation added :)
the thing about that P-brake level by panga that you showed at the end as a troll level.... it also employed the same 4 panel system of game design ...except that the steps start at a much harder mark expecting a degree of entering excellence. and his point is not trolling but the bigger payoff of a bigger challenge. there are troll level, (lots of them) but that is not one of them.
GG with the Gamegrumps footage at 0:53
Great video! Very informative. I hope this helps some people with their level designs!
I think a recent and excellent example of teaching through gradual play is The Witness. For a game that ends up with some seriously brain twisting puzzles, it never needs to flat out explain anything as the puzzles players encounter allow them to determine a rule set, and then experiment to see if their assumed rules hold true.
You forgot to mention that World 1-1 is basically the LAST level they actually made.
I always strive to go for the 'ease player into a mechanic' style of gameplay when I make Mario Maker levels. Mine have a gimmick and build up on it. I don't throw everything, I usually limit myself to a small number of enemies.
Here is some of stuff:
3A71-0000-005F-F5D7
8BB4-0000-006A-7850
D51F-0000-006A-7B16
F37C-0000-0083-2770
4E94-0000-009D-5DD0
CD5F-0000-006D-22FF
Check out my line of 'Squid Jump' courses! I have 3 and I'm considering making one that's crazy difficult.
I really like these game design episodes. I can’t help but wonder if these episodes are a direct response to the survey that the viewers were asked to fill out a while back.
Super Mario Bros. 1-1 is a great way to teach level design. One of fundamental principle of LD is "Show don't tell", but it can be hard to understand when technologie allow you to do almost anything. It's so easy to pop a text box to tell the player what to do. But it's boring, and level design is all about crafting an pleasant experience. For the same reason, not knowing what to do is a bad design.
What is the source on the japanese show at 0:26?
Nice video. You made some solid points
Great episode.
Nice!
I just noticed that the shelves in the background are tetrominoes. Only took me about 50 episodes to notice.
KISHŌTENKETSU is the Japanese pronunciation of the Chinese characters 起(qi)承(cheng)轉(zhuan)合(he)
to be far it would be a lot easier to incorporate this "into" hard levels if you could make a series of levels to play like a mario game (after beating world 1-1 you go to world 1-2 ... like you control what levels world 1-1 and world 1-2 are) ... unless you already can
great video! loved it. could you release some links to the mario-manga images? pretty please!
Doing a tutorial without patronizing the player feels just right.
They deserve more subscribers.
I wonder if anyone's going to make/already has made the level from that Super Mario Frustration video from a while back.
I always like including multiple different routes that reward exploration, yet any one play through omits large swaths of the potential level.
There is no wrong way. (E238-0000-00AA-BC59)
Sweet, Mario and manga, an awesome combination. Also, Mario's game design kinda reminds me of Megaman X's game design in the first level (thx Egoraptor ^^)
You should analyze paper mario. It has some interesting battle mechanics.
are there any other games that use the four panel play-style?
+stewart7521 Generally not the ones that actually make you stop and play a tutorial level. Those games tend to sacrifice the potential to teach the player through level design.
+PBS Game/Show I don't have Super Mario Maker, but I made a platformer of my own a few months ago. The graphics are extremely bad, but I'd love your expert opinion on the level design.
There is only one game theorist, and his name is MatPat!
Must the time I find your points a little preachy or out there but this wasn't and it reminds me why I started to watch you in the first place.
So, like cascading information theory?
My own levels: supermariomakerbookmark.nintendo.net/profile/adorkableme
I mostly like creating levels that are visually pleasing, but also could be challenging or at the very least enjoyable to play.
I also want to plug one of my friends' levels, as he does incorporate the idea of kishōtenketsu in his super expert levels: supermariomakerbookmark.nintendo.net/profile/sopiiac
Here's my level:
Piranha Plant Pipeworks
(1384-0000-0186-1BE1)
2:07 the "Koopa"?!
Hey so I discovered kishoten ketsu a while ago in storytelling. It's really interesting td see how they come up here.
Pretty sure you don't need to B-dash to get over or out of those little pits halfway through the level. When I first played Mario as a kid, I never even knew the B button could be used to dash, and I still made it through many levels. =/
+Dan Xander
I knew of the B-dash, but by accident. After watching another person play, I knew only about jumping and what the flower did. Then when I got to play, I figured the second button was needed to shoot. Then I noticed that Mario moved faster as I was walking and shooting. That's basically how I learned that the B button was for dash.
Here's my two levels that I'm most proud of. :)
Bowsers Ghost Factory 7669-0000-01DA-0CAF
The clear rate is 0,00%! Ok, only six people have played it yet. But is it to hard? And what part is it that people find to hard if that's the case? Any feedback is appreciated.
Speedrunable Hilltops 9989-0000-01AE-53B4
I actually had Super Metroid as inspiration to this. I tried to make a level that you can play casually, explore every part of and find secrets or speedrun if you want. I'm still finding new routs myself to clear it myself.
I beat the ghost factory one right now I will leave a comment, tough one hard to see at some parts but I persevered and love it LoneStar follow me
+wolfpacsyxx Thanks! I guess I know which parts that was hard to see. If it's the parts I think my solutions is either power ups after some parts that you can damage boost your way through, or using checkpoints before the hardest parts. It's supposed be a hard puzzle level but I'm especially worried that the incinerator room might be a little too hard to figure out.
Ok. Thanks! :)
This is my fondest, and most conceptually novel level: supermariomakerbookmark.nintendo.net/courses/1D1A-0000-0156-C50E
It places the player in a simple cut-out maze, with the twist that the entire maze is on rails. The external, approaching environment forces the player to navigate the maze with varying degrees of freedom, with some rewards on offer for riskier paths.
I also made a level after watching Mark Brown's video for the first time, with its concepts firmly in mind. It's greedy to put forwards two, but it seems relevant: supermariomakerbookmark.nintendo.net/courses/6408-0000-0112-8047
What the hell JJ? Where's the end segment where you read some of the comments on the last video and discuss them?
Mario Maker levels assume you've already mastered the mechanics from playing Super Mario, so you have no excuse to complain, they're supposed to be a challenge to a master.
+Ebon Hawk But there are still some bad levels that create unfair challenges. There's a difference between punishing and challenging level design.
+Ebon Hawk A lot is simply RNG and taking leaps of faith abusing the screen limitations
Could you please make a video on Fallout Shelter's game design?
+Suvigya Saxena Extra Credits made a video about it, man, it's really cool.
Here's 12 mario courses!In addition to reaching the goal, each of these courses has a secondary optional objective. 3 Big Yoshi Eggs are hidden in each level, some in plain sight and others that require some work. Finding each will yield 4 1-Ups! Can you get all 3? In a single life? Challenge yourself, or sprint to the exit for an easier clear.
1-1: Piranha Partysupermariomakerbookmark.nintendo.net/courses/90C2-0000-0124-F425
1-2: Molé Olésupermariomakerbookmark.nintendo.net/courses/555D-0000-0124-F405
1-3: Boo Buddy Bopsupermariomakerbookmark.nintendo.net/courses/31EB-0000-0124-F3D7
1-4: Thwomp Rompsupermariomakerbookmark.nintendo.net/courses/7F00-0000-0124-F3B1
2-1: Limber Lumbersupermariomakerbookmark.nintendo.net/courses/35E5-0000-015F-732D
2-2: Helter Sheltersupermariomakerbookmark.nintendo.net/courses/4179-0000-016F-DDA5
2-3: Wriggly Fieldsupermariomakerbookmark.nintendo.net/courses/7824-0000-017F-C72C
2-4: Gut Wrenchersupermariomakerbookmark.nintendo.net/courses/560C-0000-018F-C790
3-1: Off The Chainsupermariomakerbookmark.nintendo.net/courses/F916-0000-01BE-14FD
3-2: Skull Scramblesupermariomakerbookmark.nintendo.net/courses/CD18-0000-01BE-14CB
3-3: Bone Bouncesupermariomakerbookmark.nintendo.net/courses/A549-0000-01BE-149D
3-4: The Hellevatorsupermariomakerbookmark.nintendo.net/courses/16CA-0000-01BE-1459
Sent from my iPhone
Sorry to point this out, but you are forgetting that a lot of masocore and precision set players also invest their time into Mario Maker. Some, like Joshscorcher, do think of levels like "The Perfect Run" from Mario Galaxy was too easy and prefer something that will test their skills.
Although trolls and troll levels do exist, I've come across many when I played MRC and Knytt Stories, they aren't the only reasons insanely difficult levels exist. Some people are simply so familiar with the gameplay elements that they not only like to challenge themselves, but also present challenges to others as well. Often such challenges are precision based, which tends to follow in an old Japanese tradition of precision and perfection. Something that Gaijin Goomba spoke of with better detail in one of his videos. It's also the reason why Lost Levels was so difficult. The fact that the tradition of developing master precision in skill made the first Super Mario Bros a game of play and the second Super Mario Bros a game of challenge. Learn in the first, perfect in the second.
I would love to see a video on Rainbow Six Siege
these sound like forms of nen from hunter x hunter
5FBF-0000-0049-631F Here's one I made. Have fun.
#MakeRUclipsGreatAgain
Here's one little level I made using kishōtenketsu:
supermariomakerbookmark.nintendo.net/courses/8F18-0000-0106-F5BB
interesting video video btw! i also find fascinating the way Mario levels teach you mechanics in an organic way.
C6C9-0000-01D2-067D My Panga level Working on a better one now that I like more.
koopa lol
I've really enjoyed these two videos so far, and have shared them on my blog too. :-D
www.inceptional.com/2016/02/26/how-mario-makes-you-a-better-player/
0:41 :(:(:(:(:(:
I wish more game designers used Miyamoto's technique instead of just going all willy-nilly with it like 99% of western developers seems to do. And people wonder why I say COD is a bad game because of its level design.
Wait...SMB1 had a dash? That's news to me because I've NEVER needed to use it!
Granted, I've never gotten very far, but I have gotten past 1-1, all the way at least to 1-4.
+mattwo7 Well it was only required to be used if you fell in certain areas throughout 1-1 --- 1-4 so you could easily have never needed it.
+Espy Gaming You don't actually need the dash to get out of that pit, it's only 4 blocks tall, the dash is needed for 5 blocks tall though. The video was kinda inaccurate in that regard.
Please take a break from covering and analyzing Mario. I get that it's iconic, historically important, and has great game design, but some variety would be nice. There are nine videos in this channel with Mario in the title, and the last episode you did was also on Mario.
/me activates flame-jump-punch shields
Playing more and more Mario makes you better at it? Naaaaaaw, that can't be true. If it was, then why is it that going to the bathroom over and over again hasn't made me a pooping champion by now?
You like Mario, don't you?
why do video games like Mario go left to right when traditionally Japanese is written right to left?
I think that was done for america The original Japanese version went right to left.
That's not Game design, but Level design
The weird version of Mario 2 was in fact the original one.
GET YOUR FACTS RIGHT ACTUALLY PLAY GAMES IF YOU ARE GOING TO MAKE A SHOW CALLED (you wouldnt guess this) GAME SHOW!
I guess I'm the only one getting sick of Nintendo videos...
"Oriental." Really? Really? Come on. You can do better than that...