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#supermariobros#leveldesign#nintendo

Design Club - Super Mario Bros: Level 1-1 - How Super Mario Mastered Level Design

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4.6M subscribers • 1 video on Hallway

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  • Recommended by 1 person: 1 on Hacker News.
  • Presented by Dan Emmons, game designer
  • May be out of date. Uploaded 12 years ago, in an area where tools change fast.

Beginner. No background in the topic needed.

1.2M views12 years ago1 recommendation

Game developmentSoftware designGame designRetro games and consoles

Dan Emmons analyzes how the first level of Super Mario Bros. teaches players game mechanics naturally through level design without explicit tutorials.

How does Super Mario Bros teach you to play purely through level design? Game Designer Dan "OtherDan" Emmons breaks down the mechanics and offers a lesson in game design techniques. Subscribe for episodes every other Thursday! bit.ly/SubToEC ___________ Follow our Twitch stream to chat with Dan live about game design! bit.ly/ECTwitch ___________ Recommended for you! Find more interesting puzzle-platformer gameplay. The Swapper: bit.ly/1kwG30g Learn how to make a good game tutorial. Tutorial 101: bit.ly/1kAIBt4 ___________ Get the theme music "Birmingham Beatdown" here! bit.ly/1p2rzHn

Why it's here

1 person recommends this

What people say. Highly recommended as a classic analysis of intuitive tutorial design and teaching users through experience rather than explicit instructions.

jader201on Hacker News • Recommends

On “SNES – Super Mario World Widescreen”

Was thinking the same thing. The Nintendo designers were always so meticulous about the design of the levels, especially what’s visible to a player at any given point. To get a sense for this, watch this video 1 (from 7 years ago) walking through the design of level 1-1 of SMB. It’s crazy what (likely) went into planning the design of each level of the various Mario platformer games. But like OP, this is strictly looking at it from a gameplay perspective, ignoring the impressive technical feet that this is. 1 link to this video

CM30on Hacker News • Mentions

On “Intro.js – Step-by-step guide and feature introduction for your website”

…te design should be intuitive in of itself, not something that requires a guided tour to figure out. It's a bit like the modern gaming world to be honest. In the old days, games like Super Mario Bros was designed to teach you through level design, so you'd figure out how things worked without getting a huge info box thrown in your face. Like this: link to this video On the other hand, games since got obsessed with tutorials detailing every minute thing about the title, leading to such over the top insanity as this 'help DVD' included with Super Mario Galaxy 2: link These tutorials on sites and in mobile apps remind me all too much of the latter. It's like 'we won't use our product to teach people in…

vanderZwanon Hacker News • Mentions

On “The new legend of Zelda is a toy box of delights”

> You can definitely feel the 'steering' if you're looking out for it The implicit steering is one of the things that Nintendo is famous for though. At least among game designers: link to this video What the video doesn't point out is that if you don't run to the right, the timing of the jump to avoid the Goomba makes you hit that first question mark block by accident.

derefron Hacker News • Mentions

On “Some school districts plan to end the year early, call remote learning too tough”

Proper teaching looks less like what most teachers do, and more like what (good) game designers do. • Hide the tutorial for the problem, in the "shape" of the problem, so the student won't even realize they're being taught something. (See e.g. link to this video ) • Make the student/player feel a need for a new tool, before the tool is introduced. Have them try (and perhaps fail) to solve the problem without the tool first. (See the "keys and doors" discussion in link ) • For each new concept, present its lesson as a series of spaced-chunk challenges, where each chunk ramps the difficulty up to a climax and then down again to a gentle denouement. Give the learner's mind a chance to feel a sense of ma…

zeta0134on Hacker News • Mentions

On “The UX of video game tutorials”

Possibly the most famous video game tutorial of all time has got to be World 1-1 from the original Super Mario Bros. link to this video And really, most of the later Mario games execute this fairly well, with some (sunny) exceptions here and there. Nintendo is unusually skilled at introducing a new mechanic in a way that feels like organic play, and slowly ramping up the complexity in a way that will leave most players feeling like natural masters by the end of the level, without realizing that the level was leading them by the nose the entire time.

iamwilon Hacker News • Mentions

On “The Legend of Zelda: Tears of the Kingdom Release”

…Chemistry engine for BotW: - link - link Game historian has some tidbits of how they made certain design decisions for their successful games Mario Kart: - link Super Mario World: - link Super Mario Bro 3: - link GMT, Snowman, and Extra credit does analysis of how Nintendo designs their Mario levels. - link - link - link - link - link to this video Generally, it follows the ramp up and down of the Hero's journey in storytelling. 1. Introduce a new mechanic in a safe area where it's impossible to die. 2. Increase the challenge with the mechanic by adding variations 3. Ramp up challenge even more by combining with previously learned mechanic 4. Have periods of rest inbetween the challen…