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Page 1: The Delicate Art of Designing Platformers - Adventure …returntoadventuremountain.com/files/MarioPlatoformerPublic.pdf · The Delicate Art of Designing Platformers By Chris Zukowski

The Delicate Art of Designing Platformers

By Chris Zukowski

(or how to make Super Mario levels that don’t suck)

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Wizard Golf RPG (iOS)

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Dead King (In Development)

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1980 - Chris Zukowski Born (US) 1985 - Super Mario Bros. 1 Released (US) 2015 - Super Mario Maker Released (US)

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Sketchbook c1988

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YOUR MARIO LEVEL HAS NO CHILL

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+ = Platform Design Metatiles +

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Super Mario Bros. (NES)

Metatiles

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Super Mario Bros. (NROM) US Super Mario Bros. 2 (TSROM)

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World 1-3

World 2-3

World 3-3

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Metatile list

00 - Blank

01 - Black Metatile

02 - Bush Left

03 - Bush Middle

04 - Bush Right

05 - Mountain Left

06 - Mountain Left Bottom/Middle Center

07 - Mountain Middle Top

08 - Mountain Right

09 - Mountain Right Bottom

0A - Mountain Middle Bottom

0B - Bridge Guardrail

0C - Chain

0D - Tall Tree Top, Top Half

0E - Short Tree Top

0F - Tall Tree Top, Bottom Half

10 - Warp Pipe End Left, Points Up

11 - Warp Pipe End Right, Points Up

12 - Decoration Pipe End Left, Points Up

13 - Decoration Pipe End Right, Points Up

14 - Pipe Shaft Left

15 - Pipe Shaft Right

16 - Tree Ledge Left Edge

17 - Tree Ledge Middle

18 - Tree Ledge Right Edge

19 - Mushroom Left Edge

1A - Mushroom Middle

1B - Mushroom Right Edge

1C - Sideways Pipe End Top

1D - Sideways Pipe Shaft Top

1E - Sideways Pipe Joint Top

1F - Sideways Pipe End Bottom

20 - Sideways Pipe Shaft Bottom

21 - Sideways Pipe Joint Bottom

22 - Seaplant

5E - Brick (1-Up)

5F - Hidden Block (1 Coin)

60 - Hidden Block (1-Up)

61 - Solid Block (3-D Block)

62 - Solid Block (White Wall)

63 - Bridge

64 - Bullet Bill Cannon Barrel

65 - Bullet Bill Cannon Top

66 - Bullet Bill Cannon Bottom

67 - Blank Used For Jumpspring

68 - Half Brick Used For Jumpspring

69 - Solid Block (Water Level, Green Rock)

6A - Half Brick (???)

6B - Water Pipe Top

6C - Water Pipe Bottom

6D - Flag Ball (Residual Object)

80 - Cloud Left

81 - Cloud Middle

82 - Cloud Right

83 - Cloud Bottom Left

84 - Cloud Bottom Middle

85 - Cloud Bottom Right

86 - Water/Lava Top

87 - Water/Lava

88 - Cloud Level Terrain

89 - Bowser's Bridge

C0 - Question Block (Coin)

C1 - Question Block (Power-Up)

C2 - Coin

C3 - Underwater Coin

C4 - Empty Block

C5 - Axe

23 - Blank, Used On Bricks Or Blocks That Are Hit

24 - Flagpole Ball

25 - Flagpole Shaft

26 - Blank, Used In Conjunction With Vines

00 - Vertical Rope

41 - Horizontal Rope

42 - Left Pulley

43 - Right Pulley

44 - Blank Used For Balance Rope

45 - Castle Top

46 - Castle Window Left

47 - Castle Brick Wall

48 - Castle Window Right

49 - Castle Top W/ Brick

4A - Entrance Top

4B - Entrance Bottom

4C - Green Ledge Stump

4D - Fence

4E - Tree Trunk

4F - Mushroom Stump Top

50 - Mushroom Stump Bottom

51 - Breakable Brick W/ Line

52 - Breakable Brick

53 - Breakable Brick (Not Used)

54 - Cracked Rock Terrain

55 - Brick With Line (Power-Up)

56 - Brick With Line (Vine)

57 - Brick With Line (Star)

58 - Brick With Line (Coins)

59 - Brick With Line (1-Up)

5A - Brick (Power-Up)

5B - Brick (Vine)

5C - Brick (Star)

5D - Brick (Coins)

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Think of Design in terms of Metatiles

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2-3 2-4 2 3

Lateral Vertical

Mario Golden Ratio [Demo]

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+ = Platform Design Metatiles + Formal Design

Elements

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Formal Elements of Platformer Design

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Vision Rhythm Time Surprise Resources Elevation Hazards Space

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Vision Rhythm Time Surprise Resources Elevation Hazards Space

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Vision Rhythm Time Surprise Resources Elevation Hazards Space

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Vision Rhythm Time Surprise Resources Elevation Hazards Space

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Vision Rhythm Time Surprise Resources Elevation Hazards Space R m h t y h Rhythm

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Vision Rhythm Time Surprise Resources Elevation Hazards Space R m h t y h Rhythm

4-4 2-1

2-3

5

3

3

2

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Vision Rhythm Time Surprise Resources Elevation Hazards Space

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Vision Rhythm Time Surprise Resources Elevation Hazards Space

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Vision Rhythm Time Surprise Resources Elevation Hazards Space

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Vision Rhythm Time Surprise Resources Elevation Hazards Space

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Vision Rhythm Time Surprise Resources Elevation Hazards Space

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Vision Rhythm Time Surprise Resources Elevation Hazards Space

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Vision Rhythm Time Surprise Resources Elevation Hazards Space

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Vision Rhythm Time Surprise Resources Elevation Hazards Space

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Vision Rhythm Time Surprise Resources Elevation Hazards Space

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Vision Rhythm Time Surprise Resources Elevation Hazards Space

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Vision Rhythm Time Surprise Resources Elevation Hazards Space

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Vision Rhythm Time Surprise Resources Elevation Hazards Space

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“With platform games, only playing the difficult parts

can really take it out of you. It feels good to play parts

that you can breeze through as well.

[Prevents] that feeling that: "I'm still useless at this!"

-Miyamoto

Vision Rhythm Time Surprise Resources Elevation Hazards Space

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Vision Rhythm Time Surprise Resources Elevation Hazards Space

0 10

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Vision Rhythm Time Surprise Resources Elevation Hazards Space

0 10

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Vision Rhythm Time Surprise Resources Elevation Hazards Space

0 10

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Vision Rhythm Time Surprise Resources Elevation Hazards Space

0 10

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Vision Rhythm Time Surprise Resources Elevation Hazards Space

0 10

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= Platform Design Metatiles + Formal Design

Elements Organization +

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Organization

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Five Paragraph Essay Three Act Structure Setup & Punchline

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Kishōtenketsu

http://www.gamasutra.com/view/feature/168460/the_structure_of_fun_learning_.php?page=4

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Introduction (ki)

Development (shō)

Twist (ten)

Conclusion (ketsu)

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Super Mario World (SNES)

Forest of Illusion 1

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ki

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shō

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ten

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ketsu

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= Platform Design Metatiles + Formal Design

Elements Organization +

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Let’s Build

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TIPS

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Hunter S Thompson while at Time Magazine typed the entirety of the Great Gatsby

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http://www.mariouniverse.com/maps

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Bibliography

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Design Theory

Your Super Mario Maker level has no chill - http://boingboing.net/2015/09/14/super-mario-maker-levels.html I am ERROR : The Nintendo Family Computer / Entertainment System Platform Reverse Design: Super Mario World - http://store.payloadz.com/details/2006117-ebooks-games-reverse-design-super-mario-world.html# Super Mario Maker do’s and don’ts - http://www.avclub.com/article/readers-lay-down-their-super-mario-maker-dos-and-d-225548 Antiepixelante - Level design lesson: to the right, hold on tight - http://auntiepixelante.com/?p=465 Antiepixelante - http://auntiepixelante.com/?p=459 Breaking the Law of Miyamoto http://gamersquarter.com/forums/viewtopic.php?t=1244&sid=51655ca7914bd7ba2430d25dbff1fa72 The Structure of Fun: Learning from Super Mario 3D Land's Director (kishotenketsu) http://www.gamasutra.com/view/feature/168460/the_structure_of_fun_learning_.php?page=4 How to make great levels in Nintendo’s Mario Maker (Erin Robinson Swink Quote) http://boingboing.net/2015/09/11/want-to-create-mario-maker-lev.html

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Interviews

Iwata Asks - http://iwataasks.nintendo.com/interviews/#/wii/nsmb/0/3 Iwata Asks - http://iwataasks.nintendo.com/interviews/#/wii/mario25th/4/0 Time Magazine Miyamoto QA: http://techland.time.com/2010/11/08/shigeru-miyamoto-legendary-nintendo-designer-speaks-on-the-mythology-of-mario/

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Talks and Podcasts

Scroll Back (GDC 2015) - http://www.gdcvault.com/play/1022243/Scroll-Back-The-Theory-and Puzzle Design - Braid, LimboNot part of Mario except ghost houses. But this is an interesting video about a puzzle level: https://www.youtube.com/watch?v=6IBwvvNJ-mE&feature=youtu.be&t=2s

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Cool Levels / Cool Designers

Tom Hall Designer from Doom and commander keen: 68B9-000-0036-A704 Chris Kohler:D05A-0000-0077-8974 Jeremy Parish: EDD0-0000-0024-CA8E Dereck Yu (Spelunky): BD99-0000-0062-6FC7 David Hellman (Braid Artist): B3CB-0000-0033-507C James Kochalka: 287C-0000-007A-E3E3

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Made Here in Phoenix

14C5-0000-0034-E90B – Tim Winsky B671-0000-007B-C8B3 – Justin Walsh 9966-0000-0041-C582 – Chris Zukowski

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Chris Zukowski @adventureMtn www.returntoadventuremountain.com Mailing List


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