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LEVEL DESIGN:
SUPER MARIO MAKER 2

Level 1

Design concept

In this level, the main element is the "Bamboo Wheel." Its characteristic is that, after the player steps on it for a short period, it rapidly descends and falls off the screen. After a while, it reappears in its original position. This characteristic determines that players, after stepping on it, are eager to jump or move quickly, reminding me of the core process of designing levels around jumping.

​Bamboo Wheel

Focus on:

1. Separate challenging areas from easier ones to create a satisfying interest curve

2. Utilize a limited, theme-appropriate selection of elements to reduce the player's cognitive load.

3. Teach players all the involved mechanics with simple challenges before they encounter difficult ones.

Area 0

A safe starting point for exploring the level's core mechanic

After the player jumps onto the first Bamboo Wheel platform, they need to wait for a while before jumping onto the Swinging Claw, so they will stand on the Bamboo Wheel and discover its properties during this time. In this design, I emphasize giving the player a “safe starting point” and letting the player discover the core mechanics of the level through their own exploration.

Area 1

Practice the core the mechanic in a "close call" experience

This is a somewhat difficult area, and I hope the player can feel the core experience of the course based on this area and prepare mentally for the later flow. At the same time, I hope the player can have a “close call” in this area, feel some excitement to help the player enter a focused state while not being too easy to die, and thus not create a “tricky” first impression of the course.

In the initial version, I found it very easy to die due to operational errors, so I lowered the difficulty of the area. I placed the 1 platform directly below the 2 platform, which allows the player to return to the 1 platform after jumping incorrectly on the 2 platform. Also, I found that the 3 platform is the easiest platform to die on, so I changed the platform’s 1 Bamboo Wheel to 2 Bamboo Wheels.

Area 2

Bonus area for rest and preparation before challenging section

Players can use the slow-falling property of the Bamboo Wheel to change direction while falling, and collect coins that also change direction in the air. During this period, the player does not have to worry about getting negative feedback due to operational errors, and can get positive feedback from the discovery of the variant application of the Bamboo Wheel and their own proficiency level. The checkpoint at the end of the area is set before the most difficult part of the level, allowing the player to quickly get a chance to retry after possible death. The placed ? block contains a Super Mushroom, which helps the player reduce the difficulty in the subsequent level.

Area 3

Difficult challenge

It starts with a contraption that combines the Bamboo Wheels and the track. The vertically placed contraption allows the player to have a backup Bamboo Wheel after the original one falls off, reducing the psychological pressure of the player when they first encounter this contraption, and guiding them for the more complex ones that appear later. The placed Cannon not only increase the difficulty of the level, but also remind the player of the properties of the cannons, paving the way for their subsequent appearance. Before the player is chased by the Cannonballs, a platform composed of three Bamboo Wheels is placed, allowing the player to have enough time to choose the timing of entering the next process. The horizontally placed Bamboo Wheel track that appears at the end increases the difficulty and challenges the player.

Area 4

Bonus area for rest

Players can enters the invincible state after getting the Star, and completes the sweep of the enemies to get pleasure. After testing and constantly modifying the platform length, it is ensured that the player can also pass through this area smoothly in the walking state, so that the player who does not know how to sprint will not get stuck. At the same time, the proportion of the areas where the four platforms do not overlap is relatively large, making it difficult for the player to fall off the steps after using the sprint. The ? block placed on the bottom step has a super mushroom, which increases the player’s fault tolerance in the next area. The previous area was more difficult, and if the player still easily dies in the subsequent area after passing, there will be a strong negative feedback. The Singing Claws at the end of the area requires the player to spend some time to go to the next area, avoiding the player from taking shortcuts in this area and bringing the invincible effect to the next area, ensuring the effectiveness of the challenge in the next area.

Area 5

Moderate challenge with a "smooth landing" experience

This area is the last challenge of the level, and the player has to face the combination of the mechanisms that appeared before. The direction of the Bamboo Wheels on the three-layer track is different, and the player has to estimate their positional relationship, while waiting for the right timing in the constant Cannon shots, plan the route and complete the jumps accurately. The challenge difficulty is moderate, letting the player have a “smooth landing” feeling after completing the hardest challenge in area 3, without worrying about losing the previous “labor results” in the last area, and focusing on the current challenge. There is an optional challenge at the end of the game, where the player can use the mechanisms and properties of the Bamboo Wheels that appeared in the level to fall from the top of the Goal Pole, giving the player a sense of achievement for mastering the mechanisms, and leaving a good final impression for the level.

Level 2

Design concept

The core elements of the level are the Track Blocks, which move along the tracks after the player steps on them, wait for a while at the end point, then disappear for a short time and return to their original position, and the Clear Pipes, which allow the player to quickly move from one end to the other

Focus on:

1. Control the game pace

2. Unify the level style

3. Test and iterate the difficulty level and the possible unexpected routes

4. increase the player's sense of exploration

Track Block

Clear Pipe

Area 0

Teach the player Clear Pipes' property at a safe starting point

Area 1

Simple challenge & Spark player's curiosity

By following the coins, the player can jump on the track block and learn its behavior, then apply it to a simple challenge with the Peepas. After that, the player can see a door and a key that is unreachable at this stage, which sparks their curiosity to continue.

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Area 2

Puzzle challenge & Teach challenge in difficult section

When entering this area, the player will see a platform made of clouds. This is a branching path, and the player cannot see what is behind it, which arouses their curiosity. After entering the branching path, the player needs to activate the Track Blocks in the right timing, making them form stairs to reach the platform on the top right. After solving the puzzle, the player can get a Super Mushroom as a reward. On the main path, the player can see patrolling Stretchs. This is easy to pass, but it can let the player know the behavior of this enemy.

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Area 3

Challenging area

Players needs to combine their understanding of the previous mechanics, and time their jumps on the platforms to complete this section.

 

In the early design stage, I encountered problems such as enemies not appearing in the designated positions due to different loading orders, and players possibly skipping the intended route and reaching the end quickly. To solve the loading problem, I used doors. To prevent players from skipping the route, I replaced the first layer of clouds with hard blocks and added Peepas on the second layer, and this also balanced the difficulty of the area.

Area 4

Puzzle area with intellectual pleasure

At point 1, players needs to jump on the higher Track Block, wait for it to move away and jump on the lower Track Block and reach point 2. Point 1 sets up a false assumption for point 2, where players finds out that they cannot pass the same way as point 1. Here, players needs to use the property of the Track Block that it disappears for a short time after reaching the end point, and pass through its original position when the higher block disappears. After that, players can reach the door, teleport to the door under the cloud in area 1, get the key and enter another door.

Area 5

Speed run challenge

The player needs to activate the Track Block and quickly jump from the clouds to reach the end before they disappear, and land on the Goal Pole. The Clear Pipe on the right side of the door ensures that the player can return smoothly without getting stuck if they fail. In areas 4 and 5, I did not set any challenges that could kill the player, following the interest curve and ensuring that the player can clear the level smoothly, without feeling the strong frustration of starting over. However, I also gave the player some challenges, so that they can still focus and enjoy the game at the end of the level.

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