Analysing Mario to Master Super Mario Maker
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Super Mario Maker game code provided by Nintendo
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The Game Design Forum: "Reverse Design - Super Mario World"
Game Maker's Toolkit: "Super Mario 3D World's 4 Step Level Design"
Significant Bits: "Super Mario Bros 3 Level Design Lessons"
Auntie Pixelante: "Level design lesson: To the right, hold on tight"
Games shown in this episode (in order of appearance):
LittleBigPlanet 3 (Sumo Digital, 2014)
Trials Evolution (RedLynx, 2012)
Super Mario Maker (Nintendo, 2015)
Super Mario 3D World (Nintendo, 2013)
Super Mario World (Nintendo, 1990)
Super Mario Bros. 3 (Nintendo, 1988)
Super Mario Bros. (Nintendo, 1985)
New Super Mario Bros. U (Nintendo, 2012)
Super Mario Bros. 2 (Nintendo, 1988)
Music used in this episode:
Coursebot (Super Mario Maker)
Title Screen (Super Mario Maker)
Seesaw Bridge (New Super Mario Bros, U)
Super Mario Bros. 3 Ground Editor (Super Mario Maker)
Super Mario World Ground Editor (Super Mario Maker)
Super Mario Bros. Ground Editor (Super Mario Maker)
Course World (Super Mario Maker)
Title Screen (Super Mario Maker)
14:26 - Digital Manual (Super Mario Maker)
Contribute translated subtitles - https://amara.org/v/C3BFq/
😱🎵 0:07 Shot me straight back to 1992 with that music from the fly swatter game in Mario Paint!
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.
As first Mario maker level.. awesome!
Who else jst got it randomly recommended?
Troll levels can be amazing.
little big planets 2 fps levels was awsome to play cod remakes in little pic planet was so much fun
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.
I feel like it needs to be said, but it's been 6 years so it's probably already been said...
but in smbu you don't actually kill wigglers by jumping on them, they just become angry.
Same goes for smb3 koopas, you just caused him to go in the shell, which is effectively a stun in common game speak.
Aprerntly I watched this a while ago cuz it still had part of a red line
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.