In a previous blog post I researched level design in the 3d Mario games and how they're structured, but what about the 2d Mario games? Since both types of platforms follow similar, yet seperate structures in game mechanics and design, it would be interesting to analyse both genres and see what I can learn from the 2d games which could then be applied into my own level. I researched and analysed a couple of videos from the Youtube channels and (linked below), who are both games industry veterans, on their takes of the fundamentals of 2d Mario games. Extra Credits tackles the original Super Mario Bros, whereas Game Maker's Toolkit focuses more on the newer games like New Super Mario Bros U and Super Mario Maker.
https://www.youtube.com/watch?v=ZH2wGpEZVgE
https://www.youtube.com/watch?v=e0c5Le1vGp4
After analysing those video a big point of interest rose up, many Mario levels only introduce one or two new elements at a time not to overwhelm the player. I've already being doing something similar to this in my own stage, to some degree. All of the different paths the player can go down will have their own unique elements attached to them (like the bounce-pads and elevators), and because the level will be larger in scope and size than your average run off the mill Mario course, this gives players time to learn and adapt to their new-found skills at their own gradual pace without ever getting overwhelmed with options.
These two videos also both enforced the 'teach by doing, not showing' message which I've constantly stuck by in my own level. And the Mario Maker video showed good techniques of applying a concept then taking it further, which I will do for my own stage. It also goes on to say that changing up the use of different level elements as much a possible is the best way to success, and constantly using one mechanic in the same way multiple times before moving on can still feel quite repetitive and tedious. This way the player always gets to experience something new and are never left waiting for more content to appear, and it means the develop shouldn't just regurgitate previously used content and enemies throughout the whole game.
This week I also continued to develop my level using the elevator platforms, and as usual I will list a step-by-step playthrough below explaining the logic behind it:
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| Going up the moving platform implemented last week, the player encounters a new set of stairs! |
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| The player then sees an elevator like they used just previously, so they naturally want to step on it. |
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| When it stops, the player is taken to another lift that they can move across. There are also invisible walls here to help prevent them from falling off. |
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| After this comes the twist in the mechanics, as they player now must jump across from life-to-lift as they move and try not to fall down back into the main section of the level below. |
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| It's all about mastery here as this section tests the mastery of the player's skill. |
References:
Extra
Credits, 2014. Design Club - Super Mario Bros: Level 1-1 - How Super Mario
Mastered Level Design - YouTube [WWW Document]. Youtube. URL
https://www.youtube.com/watch?v=ZH2wGpEZVgE (accessed 3.1.16).
Mark Brown, 2015. Game Maker’s Toolkit - Analysing Mario to Master
Super Mario Maker - YouTube [WWW Document]. URL https://www.youtube.com/watch?v=e0c5Le1vGp4
(accessed 3.1.16).






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