Super Mario Bros. 3 Level Design Lessons, Part 1
I recently decided to play through the All-Stars version of SMB
3 without using any Warp Whistles.
SMB 3's playful title screen has Mario & Luigi messing
around with a bunch of enemies and powerups. The sequence is fun to
watch, but it also serves as a great preview of numerous game
mechanics.I suspect that the majority of people who replay the game
are familiar with the secret and use it to skip to the last world.
This also means zooming past a plethora of well designed levels.
It's been my habit as well, but this time I resolved to experience
SMB 3 in its entirety.A lot of small, geometric stages later,
here's an overview of what I found to be the most notable points in
the first world:
1).World 1-1
As with the original Super Mario Bros., the"?" Blocksare
encountered as soon as the game begins. Since they utilize a fairly
universal symbol for a question, they inherentlyinvite the player
to investigate.In addition to being positioned over Mario's head, a
slowly approachingGoombaencourages the player to jump up and
discover that hitting the blocks from below can yield rewards (in
this case, someCoinsand aSuper Mushroom).The redVenus Fire Trapis
also introduced here and -- in typical Mario fashion -- doesn't
respawn if killed and only comes out if Mario isn't standing next
to its pipe (or on top of it). Although the player can't go down
this particular pipe, the fact that an enemy emerges from it hints
at the possibility of Mario being able to do the same.2).World
1-1
Immediately after collecting the mushroom powerup, the player is
presented with a redKoopa Troopa, an enemy that hides in its shell
after a successful jump attack.If the Koopa Troopa is touched while
in this state, it quickly slides away from Mario.Although the big
white block is a bit in the way, the player can still accomplish
this feat fairly easily.If he does, he'll learn that shells can be
used to activate "?" blocks (which is the only way to do it in this
case as the block cannot be hit from below) while discovering the
game's new powerup: theSuper Leaf.Immediately to the right, a strip
of flat land with three enemies -- one of them a redParagoomba--
lets the player experiment with Raccoon Mario's glide and
spin-attack mechanics.3).World 1-1
Following the three Goombas (which don't respawn if killed,
leaving the strip clean of enemies), a diagonal trail of coins
leads up into the sky. The player must jump over a bottomless pit
at the end of this runway and is encouraged to collect the coins,
so it makes sense for him to get a running start and jump as high
and far as possible.When the player starts running, a HUD meter
fills up, the running animation changes, and an urgent sound effect
begins looping in the background. All these events signify that
something important is happening, and when the player jumps and
soars into the sky, the screen -- for the first time in a Mario
game -- begins to scroll horizontallyandvertically at the same
time.4).World 1-1
As soon as Mario lands on a series of clouds, he finds an
isolatedBrick Blockthat floats in the air much like the "?" blocks.
This similarity encourages the player to interact with it in much
the same way, i.e., by hitting it, which yields the first1-Up
Mushroom.The clouds continue to the right creating another clear
runway that ends with a trail of coins. In a dare of sorts, the
coins ask the player to throw caution to the wind and make a blind
leap into the unknown.The newly acquired flying ability is quite
thrilling and liberating, and having just earned an extra life, it
stands to reason that most players would want to pursue the extra
treasure. Doing so takes Mario off-screen and gradually lowers him
by a tall pipe.With no other obvious place to go, the game stresses
the significance of the pipe. If the player figures out how to
enter it, its path leads him to a neat little Easter Egg: a room
filled with coins that are arranged to form the number 3.5).World
1-1
If the player misses the opportunity to fly up to the cloud
passage, the next two sections serve to introduce some new enemies.
The first contains a green Koopa Troopa and three greenKoopa
Paratroopasthat drop from the sky (hinting that there's something
up above). The Paratroopas demonstrate their ability to jump onto
and fall down from platforms, while the two pits to the sides serve
as an opening to show that enemies can also fall to their
deaths.The second area contains aPiranha Plantand a green Venus
Fire Trap. Their proximity makes it more likely that the player
will have to stop by one of them on his route to the level's end.
If he does, he'll have another opportunity to discover that the
plants can't come out of pipes if Mario is standing near them. The
immobile version of Super Mario will also encourage the discovery
of crouching in order to dodge the fireballs, and a Raccoon Mario
will get a chance to dispatch the plants with his
spin-attack.6).World 1-1
Right before the level's end, the player encounters two grounded
piles of Brick Blocks. Since the player had two previous chances to
pick up a Super Leaf, he's likely to try the spin-attack on these
glowing objects as there's no way to hit them from below.In
addition to this lesson, there's also a solitary red Koopa Troopa
pacing atop the second group of blocks. Since the player already
had a few chances to learn that Koopa Troopa shells can take out
other enemies and activate powerups, he might try to do the same
here. If he does, the shell will break through a bunch of Brick
Blocks and leave one of them unobstructed. If Mario hits this block
from below (or spin-attacks it from the side), it will reveal
aP-Switch.The P-Switch functionality immediately turns all the
remaining bricks into coins and plays a jaunty countdown theme.
When the countdown ends, the remaining coins turn back into Brick
Blocks, teaching the player that the transformation is only
temporary. The music change is important as there are no other
visual cues to indicate if and when the blocks will return to their
original form.7).World 1-1
The final part of the stage is segmented by a jagged black line
that spans the height of the map. This clearly denotes the end of
the level while keeping with Super Mario Bros. 3's stage motif --
crossing this boundary is almost like stepping behind a curtain.The
only object in this area is an animatingGoal Panelthat instantly
draws the player's attention and ends the stage when touched. Since
the floor leading up to it is flat, it encourages the player to run
in at full speed and jump into the panel. More often than not, this
rewards the player with a star, the best possible Goal Panel
prize.8).World 1-2
As soon as the second level begins, the player is introduced to
slopes and gets to experiment with how they affect Mario's
movement. Once Mario reaches the first peak, he can also dispatch a
Goomba with the slide-attack while being pursued by more Goombas
spawning out of a horizontal pipe.9).World 1-2
The second major area in the level shows an almost unreachable
series of coins, a floating pipe with a Venus Fire Trap, and some
Brick Blocks located just above the ground. The player is likely to
collect most of the coins and then attempt to break through the
Brick Blocks, and perhaps learn the run-then-duck-to-slide
maneuver.If the first block is hit, it reveals a P-Switch. Unlike
the P-Switch in the first level, this one turns coins into other
Brick Blocks. This results in the coins (or at least what's left of
them) being transformed into a path that leads up to the pipe. This
clearly labels the pipe as a destination and allows Mario to use it
to get to another bonus room.10).World 1-2
The final new object introduced in level 2 is theJump Block.
Much like the other types of blocks, it's uniquely (if a bit
abstractly) decorated, naturally drawing the player's attention.The
first two Jump Blocks are spotted in a valley with a Paragoomba,
increasing the chance that the player will bump into them while
dodging/attacking the enemy. The bouncincess of the blocks is quite
intuitive as it's reminiscent of a trampoline -- or a really
springy bed, which most anyone will immediately understand --
encouraging the player to jump off of them as they dip to their
lowest point.The second block also spits out a powerup, and it's
possible to initiate this by bumping it from beloworlanding on top
of it. In case the player misses this point, the next area contains
a pit and a stairway of Jump Blocks. In order to safely traverse
the pit, the player is likely to use the Jump Blocks above it
(instead of risking bumping into them from below), the last of
which drops aStarman.11).World 1-2
The level end introduces a new enemy, a flying Paragoomba that
bombards Mario withMicro-Goombas. Since there are no other enemies
or obstacles in sight, it's a safe place to demonstrate the
mechanic of Micro-Goombas slowing down Mario if they attach
themselves to him.If the player lets the Paragoomba follow Mario,
he might also learn that any enemies on screen will instantly
perish when Mario touches the Goal Panel.12).World 1-3
As the third level begins, the player is greeted with a few
large blocks and a Koopa Troopa. Both of these elements seem to be
an aid in dispatching theBoomerang Bro.that stands behind 'em,
i.e., the Koopa Troopa's shell can be rocketed into him, while the
higher vantage points makes it easier to dodge his boomerangs and
squash him from above.13).World 1-3
Following the Boomerang Bro., another Brick Block pile is
presented where a red Koopa Troopa can be used to set off a chain
reaction that destroys many of the bricks. This time around, the
pinballing turtle shell shows how Jump Blocks react to its touch
(simply deflect it like other blocks) while rewarding the player
with some extra coins.When the turtle shell leaves the screen, the
player is encouraged to jump down into the cavity it created and
investigate the leftover blocks. One of them yields a powerup,
while another proves to be aCoin Block. The newly formed brick
configuration leads the player to jump back out once he's done, at
which point he has a chance to encounter an invisible Jump Block.
This pink block can only be hit from below, and when activated, it
sends Mario into theCoin Heavenbonus section.14).World 1-3
Although Level 3 is mostly flat, it doesn't hold any rewards up
in the sky. The Cloud Heaven, though, contains a bunch of extra
coins and a 1-Up if the player uses it as a runway.15).World
1-3
Past the pile of Brick Blocks, the player encounters a series of
stackedWooden Blocks. The reason they're grouped this way is to
encourage the player to press against them as he jumps forward,
giving him a chance to discover that Wooden Blocks can yield
powerups if hit from the side.16).World 1-4
Although level 4 is not incredibly challenging, it's much more
difficult than the previous three stages. It's almost completely
devoid of solid ground, and its auto-scrolling nature makes it a
much more intense experience. This is perhaps the reason why it's
skipable on the overworld map.In addition to the automatic
scrolling that can push Mario to his death, the stage also
introduces moving platforms. The platforms only move horizontally,
and drop as soon as Mario lands on them. This is a pretty intuitive
mechanic as it's easy to imagine Mario's weight overpowering the
ethereal strings that hold up the platforms.Once the player learns
this, he can use it to his advantage in an area where avertical
stack of coins is positioned next to a wall. With some quick
thinking, the player can figure out that if he jumps on the
incoming platform, it'll drop and he'll collect all the coins, and
then still be able to jump off of it and through a gap in the wall.
This is a great example of rewarding the player for proper
environmental analysis and making him feel like he's mastering its
traversal.17).World 1-4
Unlike the previous stages, level 4's main area ends with a
solid wall and a pipe. Since there's nowhere else to go, the player
-- for the first time -- must learn to travel through a pipe in
order to finish the level. On the other side, he'll be ambushed by
a Boomerang Bro. and find the standard Goal Panel.Somewhat
emphasizing the level's optional-challenge nature, if the player
collects all the coins in the map,Toad's Blue Housewill also open
up in the overworld area.18).World 1 Fortress
PodoboosandRoto-Discsare first introduced in spaces where it's
easy to avoid them. Once the player gets used to their
functionality, the difficulty is ramped up: multiple Podoboos
emerge from lava (with different timing), while Roto-Discs occupy
platforms that Mario must jump on in order to proceed through the
level.19).World 1 Fortress
The Fortress marks the first in-level appearance of theFire
Flower. This is significant as there are no regular enemies in the
Fortress that can be defeated with Fire Mario's fireballs. This is
a tactic that's used multiple times in the game, but because
powerups carry over from level to level andit's always adventagous
to be in "big" Mario mode, it never feels like a handicap.20).World
1 Fortress
If the player chooses to trade in the Fire Flower for a Super
Leaf, he can discover another secret in the sky. This is hinted at
by the open ceiling and -- if theDry Bonesis temporarily dispatched
with a stomp -- a runway right next to it. This
particularsecretleads to aWarp Whistle, and is much more intuitive
than the obscure
duck-on-a-white-block-for-an-extended-period-of-time maneuver
required to get the first whistle.21).World 1 Fortress
The first door the player encounters leads him to a room with a
spiked ceiling. The ceiling starts to descend as soon as the player
enters the area, but he is also shown a gap that might keep Mario
safe. With no other options in sight, it's natural for most players
to strive to reach it before the ceiling crushes them.When the
ceiling drops down all the way, it begins torecedeand Mario is
forced to jump over a bottomless pit. There is no second hiding
spot in sight, so the player has to trust the game to provide one
for him. This creates tension and forces the player to perform a
leap-of-faith, but he's ultimately saved by a final tiny gap (much
smaller in width and height than the first one) at the end of the
area. The gap is located next to a wall so it's fairly easy to get
into it, but its small size makes the whole sequence feel like a
nail-biting escape.22).World 1 Fortress
The Fotress level ends with a boss battle againstBoom Boom, an
enemy that needs to be stomped three times before being defeated.
If the player still possesses the Fire Flower, he can also dispatch
him with its fireballs.When Boom Boom perishes, he drops a"?"
Ballthat ends the level when touched, adding to the "specialness"
of the Fortress level.23).World 1-5
In case the player never discovered that he could slide down
slopes to take out enemies back inWorld 1-2, this level does it for
him.Unlike all the other stages, it begins with Mario on a slope
already in a butt-scoop position. He then proceeds to barrel
through someBuzzy Beetlesthat just happen to be climbing up the
hill.This not only shows the mechanic, but also displays its
usefulness. In addition, sliding is pretty much a universally fun
activity, and its presence is another incentive for the player to
experiment with the moveset.24).World 1-5
The level contains another Fire Flower that allows the player to
test out the enemies, but it's only accessible after the section
pictured above. This is notable due to the pipe that hosts a
Piranha Plant located close to the ground, making it likely that
the player will stop and wait for the plant to recede. During this
interval, an approaching Buzzy Beetle will prevent Mario from
running through the opening.When the Buzzy Bettle finally reaches
Mario, the player will likely jump on top of it, learning that the
beetles' shells act much like those of the turtles. At this point,
the careening shell will have a high chance of taking out the
Piranha Plant as it comes out of the pipe, teaching the player
another useful combat mechanic.25).World 1-5
And in case the player missed the pink Jump Block inWorld 1-3,
he gets another chance to discover it here.Walking up slopes is
never fun so the player is encouraged to jump through the area, and
in the process possibly bump into the invisible Jump Block. As
usual, the pink Jump Block leads to a Coin Heaven area where --
once again -- he can discover extra coins and a 1-Up if he uses it
as a runway.26).World 1-6
Although this level is not autoscrolling likeWorld 1-4, it's
similarly devoid of a floor. This creates some interesting airborne
hijinks with the red Koopa Troopas that do not walk off of
platforms by themselves.As shown in the above example, it's very
easy to start off the level by stomping a Koopa Troopa and sending
its shell flying to the right. In turn, the shell will fall off the
platform, travel through empty space, land on another platform, and
eventually take out another Koopa Troopa that patrols it.27).World
1-6
Unlike the floating platforms inWorld 1-4, these ones are
attached to a thin path and are buffeted by end pieces. This allows
the player to easily guage the platform's movement and plan his
jumps accordingly.The first platform is introduced with no enemies
in sight, but the second one runs head-first into a Koopa
Paratroopa. Also, its path doesn't contain an end piece, forcing it
to eventually fall off the path itself. This in turn forces the
player to quickly jump to a nearby platform.28).World 1-6
More opportunities for mid-air stunts are presented via the
flying red Koopa Paratroopas. By the time the player encounters
them, he's more than familiar with the mechanic of clipping the
wings of enemies and sending them plummeting to the ground.Since
there's never any solid ground below these turtles, the stomped
Koopa Paratroopas simply fall to their deaths. This creates some
rather satisfying scenarios where the player can kill two birds
with one stone: dispatch an enemy and make a piggy-back jump onto a
new platform.29).World 1-6
The area above is a runway, but it's punctuated by a single gap
that slightly drains the run meter.If the player jumps onto it
while running from a previous platform, though, he retains part of
the run-charge and is able to take off into the air.A path of coins
beyond the platform shadows Mario's flight arch, and when he
finally floats down, he's safely deposited on a moving
platform.30).World 1 Airship
The airship levels start off with a short cutscene
ofToadpleading for help and Mario heroically leaping onto a moving
airship in pursuit of Bowser's minions.Like all "artillery" stages,
the level auto-scrolls and is filled with unique enemies such
asCannonballsandBullet Bills. This approach makes it feel almost
like a shmup as the player is forced to concentrate on avoiding
multiple projectiles while waiting for the end-segment to scroll
into view.However, unlike most shmups, Mario has to deal with
gravity, the movement of the ship, and the cramped architecture.
This makes avoiding bullets much harder, but also guides the player
into making another discovery: not only can Mario kill the
projectiles by jumping on them, they can also perish if they touch
his feet (even while he's standing still). A single Fire Flower
stresses this point as all the enemies in the level are
invulnerable to its fireballs.When the end-boss is defeated, the
significance of the level is further accentuated by a series of
events: Mario grabs the stolenMagic Scepter, jumps down to the
ground, cures the king, receivesa congratulatory message, and
finally reads a letter fromPrincess Peachthat comes packaged with a
powerup.
Super Mario Bros. 3 contains many obvious design lessons that
are also present in other games, e.g., the gradual layering of
complexity that allows players to master a specific mechanic. What
surprised me during my playthrough, though, was how some of these
lessons were completely optional.For example, it's possible to send
a turtle shell skittering in the opposite direction of destructible
bricks, or to take the cloud-route and skip certain powerups and
interactive objects. Of course these same lessons are repeated
multiple times, but they're not always as heavily
hinted.Personally, this hits a sweet spot for me. The game doesn't
have any forced hand-holding, and it isn't afraid of the player
simply exploring it at his own pace (even if it means circumventing
chunks of the experience). This approach also serves to encourage
multiple replays, and -- back during SMB 3's initial release -- it
probably sparked many playground discussions.
Super Mario Bros. 3 Level Design Lessons, Part 2
In myprevious post, I took a look at the various level designs
lessons gleaned from Super Mario Bros. 3's first world. A lot of
them naturally dealt with introductory tutorials, but I wanted to
take a slightly different approach with this article.
The elegant introduction of new mechanics is still present
throughout SMB 3. In this example, the first appearance of a Chain
Chomp is marked by two columns that indicate its range and allow
the player to safely observe its behaviour.SMB 3 is filled with
great levels, so I decided to pick out a bunch of clever, fun or
simply unique moments from the game that originated with its
architecture.I skipped over a lot of possible examples trying to
keep the list down to 30, but I think I came up with a good
collection that complements the original post.
1).World 2 Fortress
It's a common technique to place falling obstacles side by side
on the ceiling so that the player can "narrowly" dodge them while
running underneath. Of course once the first hazard is avoided,
it's easy to figure out that the others won't pose any threat.In
order to sustain tension, the aboveThwompsare positioned at
different heights, each one closer to the ground than the last.
Although it's still possible run underneath them, the player can't
be sure he'll make it until he's all the way through.It's also
worth noting that the other fortress levels often work to build a
similar feeling ofsuspense(evenwhen they're actually not any more
difficult than the regular stages).2).World 2-3
The end-level pipe is covered with a mound of Brick Blocks
patrolled by a couple of Koopa Troopas. It's unlikely that the
player will choose -- or be able -- to dispatch the enemies without
stomping on them and sending a stray shell rocketing into the
bricks. This causes a chain reaction where the shell destroys many
of the blocks, but this is far from a randomized event.Some of the
bricks are deliberately turned intoUsed Blockswhen hit, penning the
shell inside and ensuring that it clears a path to the exit pipe.
The lone brick that survives the destructionalso proves to be a
Coin Block, rewarding the players that risk activating it.3).World
2 Quicksand
TheAngry Sundoesn't scroll with the rest of the background,
immediately making this level feel unique.When the player gets past
theTweester, the sun detaches from its static position and begins
swooping down on Mario.The entire level is designed with this
dodging gameplay in mind as its layout is fairly flat and it
doesn't contain many enemies.4).World 2-4
The top-left corner of the level's starting position shows a
narrow gap plugged up with a bunch of Brick Blocks. This draw the
players attention and guides him to discover that he can fly and
smash through the entire column without losing any elevation.Once
at the top of the platform -- which contains a neat-looking
enclosed pool -- the player is given a chance to discover another
fun continuous-flight mechanic: bumping a horizontal line of Brick
Blocks that all dispense coins.5).World 2 Pyramid
These tight tunnels are filled with one-off brick walls.
Although it's possible to destroy them with Raccoon Mario's
spin-attack, the plethora of Buzzy Beetles ensures that the player
has many chances to use the enemies in order to carve a path
through the level.6).World 3-2
This is an example of an interesting Starman mechanic: the
Wooden Block dispenses the invincibility powerup, and if Mario is
invincible while bumping certain other "?" Blocks, they will also
release Starmen instead of coins.Although quite challenging to
time, this allows the player to blaze through the level instead of
following the more exploratory route.7).World 3-3
In addition to changing Brick Blocks into collectible coins, the
P-Switch can also be used to make level traversal much easier. In
this case, rows of coins are turned into platforms that allow Mario
to avoid various hazards lurking below. These makeshift bridges
carry on to the end-level pipe and provide a much safer route if
the player is quick enough to take advantage of them.The end-level
pipe is also interesting as it's not located on the very right edge
of the map, but instead roughly 2 screens to its left. If the
player travels past the pipe, he'll discover a secret 1-Up
Mushroom.This is a great example of making something feel novel by
enforcing a certain pattern (end-level pipes are always on the
right side of the map) and then simply breaking it (the end-level
pipe is now closer to the middle).8).World 3 Fortress 1
This hallway with numerous doorways introduces large-scale
branching and looping design. Most doors drop Mario into a pool of
water, but two have unique destinations: a bonus coin room, and the
actual path to the level's end.Since working out which doors lead
to where is a matter of trial and error, it's easy for the player
to start feeling a little tense as the timer continues to tick
down.9).World 3-4
Perhaps the greatest slide in all of SMB 3; not only does it let
Mario barrel through a bunch of Goombas, but it can also launch him
over a lake and onto higher ground. It's almost like a Sonic the
Hedgehog segment, albeit notquiteas thrilling.If the player misses
the jump, there are also a couple of invisible "?" Blocks over the
lake that create an alternative path to the top.10).World 3-8
In this level Mario is constantly harassed byBoss Basseswhile
thewhole map dips in and out of water. Thankfully the stage also
contains a fewBeanstalksthat allow the player to climb up and "ride
out the storm."This is notable as these elements were all
encountered in previous levels, but an entirely new dynamic was
introducedby putting them together.11).World 4-1
Probably the most beloved of SMB 3's worlds,Giant Landfeatures
unusually large enemies and objects. Despite their size, most of
them behave the same way as their smaller counterparts (although
there are a few differences such as not being able to destroy giant
Brick Blocks with a spin-attack).Giant Land levels actually mix
large objects and enemies with the regular-sized versions, but it's
the behemoths that are the ones remembered. The sense of wonder
they evoke is similar to the "Honey, I Shrunk the Kids" effect, and
it works so well because the player had 3 previous worlds (and
perhaps other Mario games as well) to get used to the standardized
dimensions. When most everything is suddenly blown up -- regardless
of actual impact on gameplay -- it leaves quite an
impression.12).World 4-3
This is a small but notable example of difficulty ramping and an
alternative use of objects.Wooden Blocks are usually a boon to
Mario as they stop enemies and occasionally dispense
powerups.However, in this case they make navigating the triangular
platforms much more difficult. Instead of providing a reward, the
blocks stop Mario's jump and actually push him back, sending him
skidding towards a bottomless pit.13).World 4-4
Air bubblesemanatingfrom the pipe indicate a water current
that's impossible to pass without the somewhat rareFrog Suit. This
is actually one of the few areas a Raccoon Mario can't reach, and
its end-point is a neat bonus room with two P-Switches.This is
unusual as P-Switchesare typically limited to 1 per level, but
there there are 2 of them here (side by side, no less). This is
possible as the 2 P-Switches actually serve 2 different functions:
one changes a wall of bricks into coins, while the other summons a
wall of previously invisible/non-collidableSilver Coins.14).World
4-6
This level is actually split into 2 nearly identical maps, with
a single door joining them together. The main difference between
the 2 areas is that the first contains large enemies, while the
second contains regular enemies.The effect makes the door feel like
a gateway to the "normal" part of the game, in turn accentuating
the surreal, alternate-universe nature of Giant Land. All this is
also achieved with no extra art resources, and it comes across as
quite unique since it's never repeated in any other
levels.15).World 5-2
Mario enters this level by falling down a narrow, walled-off
tunnel. While descending, the player is shown a pipe and some
blocks that inform him of an area he can't yet reach.As the tunnel
ends, a couple of platforms pop into view that -- if the player is
fast enough -- can be used to break Mario's fall. The platforms are
Jump Blocks and their bounciness makes this a somewhat tense
exercise, but successfully landing on them allows the player to get
up to thepipe Mario just passed.If the player misses the platforms,
though, he won't lose a life. Instead, he'll continue falling while
collecting a few extra coins, and eventually take a slightly
harder, alternative route to the level's end.16).World 5-3
The only level in the game where Mario can get a hold of the
famousKuribo's Shoe. Although the powerup is fairly easy to miss --
it disappears if the Goomba riding it is stomped or shot with a
fireball -- a helpful row of blocks allows Mario to bump it from
below. This catapults the Goomba out of the shoe and lets the
player take it for himself.Further on in the level Mario encounters
a variety of enemies and obstacles that are usually harmful to
touch. However, if he's riding the shoe, Mario will be able to
perform various hazardous tasks such as walking acrossMunchersand
stomping Piranha Plants! This extremely satisfying twist stems from
flipping a bunch of rules on their heads, and in the process it
greatly empowers the player.It also feels all the more special as
the shoe is only encountered in this one stage.17).World 6-1
The first ice level contains a secret door in the sky that can
only be reached by a flying Mario. The door leads to an icy room
filled with Brick Blocks clogging a corridor, and a small passage
just above them.Although Mario can use the spin-attack to get past
the bricks, the upper path contains a P-Switch that can turn all
the blocks into coins. Since only a super version of Mario can fly
up to this room, the player must use a running slide to get through
the narrow passage and reach the P-Switch.Once the P-Switch is hit,
the cramped quarters make backtracking to the coins somewhat
difficult (especially since the game always slides Mario to the
right if he gets stuck under a block). However, the newly
encountered ice provides less friction, which in turn makes sliding
much easier. This relatively small difference is elegantly used to
create a layout that would be frustrating (if not impossible) in
other worlds.18).World 6-5
This is perhaps the most puzzle-ish level in the entire game,
and it requires very specific knowledge to properly traverse.Here's
how the level is completed: Mario must first turn into Raccoon
Mario if he's not already capable of flight. This is made fairly
easy by a small room that can be entered from a pipe at the
beginning or end of the map. This room contains a
powerup-dispensing "?" Block that respawns every time it's visited.
Once Mario has the ability to fly, he must clear the ground
ofBuster BeetlesandIce Blocksto create a runway. However, he
mustnotkill the Koopa Troopa while doing this. Next, Mario must
stomp the Koopa Troopa, pick up its shell, and quickly fly to the
upper-right corner of the map before the turtle wakes up. Finally,
the player must toss the shell into some blocks andNipper Plants.
This is the only way to take out the Nipper Plants and open up a
path to the end-level pipe.The reason for all these steps is that
the Nipper Plants cannot be stomped, and their surroundings prevent
Mario from spin-attacking them. It's also impossible to get up to
this part of the map with a Fire Mario, or to bring along an Ice
Block as Raccoon Mario cannot carry them while flying. Finally,
even if the player decides to "sacrifice" a hit to the Nipper
Plants, he'll instantly shrink and be unable to break the Brick
Blocks that wall off the end-level pipe.The only way to reach the
exit is to use a turtle shell, and this wholechain of events shows
how a group of relatively simple objects and enemies can be
combined to create a very complex obstacle.19).World 6-6
Cheep-Cheepsare usually encountered in large bodies of water,
but in this level they can also be found in small, one-tile-wide
cavities.It's a uniqueoccurrence, butexecuted very well.The
Cheep-Cheeps never miss their jumps -- even when their starting and
ending points are placed at different elevations -- and
theiraerialacrobatics are fun to interact with and
observe.20).World 6-7
This autoscrolling level is filled withDonut Liftsthat crumble
and fall under Mario's weight. The player can actually risk riding
them as they fall to collect columns of coins and still jump off
before it's too late. In fact, this very technique is required to
exit the level.Midway through the stage, the player can also obtain
a Fire Flower. The level is easier to traverse with Raccoon Mario's
glide ability, but the Fire Flower allows Mario to melt a bunch of
frozen coins at the end of the stage (a similar mechanic is later
used with frozen Munchers).21).World 6-8
The plethora of Ice Blocks and rows of enemies found in this
level allow the player to set off numerous chain reactions that
take out his foes in a single move.The cascading effect of tossing
shells/blocks is always fun, and it provides extra points/1-Ups
while clearing the path ahead.22).World 6 Fortress 3
When Mario enters the penultimate room in this fortress, he
finds himself dropping past a door near the ceiling. As Mario
falls, multiple Boos surround him and the background begins to
scroll down.This creates a unique and pretty tense situation as the
player is forced to dodge the incoming Boos while waiting for the
exit to descend.23).World 7-1
The ability to loop around the edges of the screen was a staple
of the original Mario Bros., and it's also used at various points
in SMB 3. In this case, it teases the player with a coin-filled
room.Although it's possible to get close to the room's entry-pipe
by looping around the screen, Mario cannot jump into it. Instead,
he must drop to the thin horizontal pipe below, build up his P
meter, and finally soar up and fly into the entry-pipe from
below.24).World 7-2
If the player falls into the above ditch, he'll quickly discover
that it's impossible to jump back out. Consequently, this will lead
him to enter the pipe at its bottom. Its a preferable choice to
simply falling into a bottomless pit, but theres a catch: like with
so many later levels, this seemingly innocuous mechanic (entering a
pipe) results in a hazardous situation.When Mario emerges on the
other side, he'll find himself floating underwater above a
bottomless pit. To make matters worse, the pipe itself will spew
out air bubbles that will push him ever closer to his death. It's
not too difficult to escape the current, but it's a somewhat
unexpected challenge that requires quick reflexes.25).World 7-5
Although the above jump is possible, it's quite tricky. Most
players will not reach the ledge, and when they try to jump back
up, they'll bump into a bunch of invisible "?" Blocks (the blocks
are only collidable when hit from the bottom).This technique is
used in numerous levels, and although it slows down the player and
forces him to backtrack, the unveiled "?" Blocks also serve as
helpful bridges the second time around.26).World 7 Fortress 1
This unique fortress lacks any enemies and is another great
example of a puzzle-oriented level.Its first room is constructed
almost entirely out of Brick Blocks, with a single door on the far
right. The door leads to an empty hallway (which is a little creepy
due to the absence ofHot Foot,StretchandRoto-Disc enemies despite
the presence of objects they're usually attached to), and another
door that deposits the player in a lava room.The lava room contains
a "?" Block that spawns a powerup andis bordered by a wall. The
wall is mostly there to prevent a Mushroom (if that's what the "?"
releases) from escaping Mario's reach. This is vital as the room is
a dead-end and the player needs a super version of Mario to
complete the level.Once the powerup is collected, the player has to
backtrack to the beginning of the stage and smash some of the Brick
Blocks positioned above his head. One of these Brick Blocks will
turn out to contain a P-Switch, and when the switch is
pressed,allof the bricks in the room will turn into coins.It's easy
to let Mario's momentum slide him off of the P-Switch, or simply to
jump and grab at the plethora of coins, but restraint is required
to make progress; if the player falls through the newly
materialized coins, he'll simply find another door that leads back
to the empty hallway.Instead, when the P-Switch is hit, an
invisible door will appear close to it (so even if the player
misses it, he'll know about it's presence). The hidden door leads
to a secret room and aTanooki Suit, and eventually back to the
empty hallway. The lack of enemies in the level makes it easy to do
all this backtracking without losing the suit, and its flight
ability needs to be used in this section in order to reach the
hidden exit pipe on the ceiling.27).World 7-7
This is a unique implementation of the Starman powerup as the
player is actually forced to use it in order to complete the
level.The invincibility afforded by the Starman allows Mario to run
across the flat row of Munchers, periodically hitting "?" Blocks in
order to snag another Starman. Of course the distance between the
"?" Blocks keeps increasing as the level goes on, and this creates
a sense of tension as Mario is forced to continuously rush forward
while recharging the temporary powerup.28).World 8 Tank
Brigade,World 8 NavyandWorld 8 Air Force
The auto-scrolling "military" levels are one of the defining
features of SMB 3, and they do a good job of making the player feel
like he's plowing through an entire army.They also play off of each
other quite well: The tanks in the first wave have animating treads
that -- when combined with the auto-scrolling nature of the level
-- make it seem like they're slowly approaching Mario. The tanks
are completely stationary, but the constant forward-push of the
scrolling is a neat trick that makes 'em appear mobile. The second
wave consists of battleships and a "rising tide" mechanic that has
the whole map continuously dipping up and down. It's another simple
trick, but it does a great job of making the level feel as if it
were a battle taking place on the open seas. Finally, the airship
wave drastically increases the auto-scrolling speed, jarring the
player from the ponderous pace of the previous waves and throwing
him into a hectic chase atop floating platforms.29).World 8 Hand
Trap 1
Although the Hand Trap levels are somewhat random and optional,
the first one is notable for its gauntlet of mini-bosses. It
contains no regular enemies, just the numerous variants of
theHammer Bros., and ends with a single chest instead of a Goal
Panel/boss fight.30).World 8 Bowser's Castle
The treacherous last level contains various hazards, but it's
main notable point is the final confrontation withBowser.Although
it's possible to dispatch him with the Hammer Suit, the traditional
approach is to let Bowser stomp through the the bricked floor. It's
a very intuitive mechanic as it's demonstrated for the player
throughout the fight, but what really makes it interesting is how
it contrasts Mario's own abilities.Throughout the entire game,
Mario destroys bricks by hitting them from below.Bowser, on the
other hand, is capable of the exact opposite maneuver: smashing
blocks by stomping down on them.
Despite this list being a top 30, it is not thorough (for
example, a cool concept never mentioned is the P-Switch inWorld 4
Fortress 2that outlines an invisible door with a bunch of silver
coin). Taking what's here, though, it becomes quite evident that
much of SMB 3's uniqueness comes from conditioning the player, and
then pulling the rug out from underneath him. This isn't as bad as
it sounds as these "twists" are often optional and give the player
time to adjust.They're also part of a larger design choice that
seems to be SMB 3's main focus: variety.Beyond the clever
architecture, one-time mechanics/dynamics, unique art assets, etc.,
the overall flow of the levels shows the importance of this goal.
Even when the Worlds are themed -- such as Ice Land -- each of
their consecutive stages use different tilesets and gameplay. The
standard level is accompanied by multi-directional auto-scrollers,
tense fortresses, sluggish underwater stages, battle arenas,
one-off themed levels, labyrinth maps, bonus shops, airships,
minigames, etc. Simply put, SMB 3 pulls out all the stops in trying
to create a constantly stimulating experience that never feels
repetitive.I'd like to take a closer look at how all this variety
is stitched together, so for my final post I'll focus on SMB 3's
"meta" aspects and how they tie-into the overall level design.
Super Mario Bros. 3 Level Design Lessons, Part 3
For mysecond SMB 3 post, I took a look at worlds 2 through 8 and
picked out 30 stages thatexemplifiedclever level design. World 8 is
the last standard zone in the game, but I decided to write one more
article detailing SMB 3's hubs.
The unique piranha nodes lead to stages filled with venus fly
traps and an end-level treasure.Hubs are an old videogame trope,
but in SMB 3 they are much more involved than in previous
incarnations.Each hub in the game has its own visual theme and
unique layout, e.g., World 7 is a scrollingarchipelago, while World
8 comprises multiple skull-filled maps.These areas are not only
littered with standard level nodes, but also contain unique
stage-icons such as quicksand pits, tanks, and piranha plants.
Offsetting these challenges are shops and sporadic minigames that
provide bonus rewards.All these elements -- and plenty of
additional ones -- turn the overworlds into individual mini-levels
that are also connected to the main gameplay stages.Here are 10
examples of how that's done:
1). Pipeline Shortcuts
Entering pipes on the hub transports Mario to tiny,
single-screen levels. These levels contain no enemies and simply
serve to ferry Mario from one point on the overworld to another.
The game could've simply teleported Mario on the hub and avoided
this element altogether, but it accents the link between the hubs
and the main gameplay stages. It also serves to cement an internal
logic that pipes are gateways anywhere in Mario's universe.In
addition, pipe detours can facilitate alternate routes through the
hubs, allowing the player to skip entire batches of levels. This
approach of making stages optional is something that became more
and more prevalent in each Mario sequel. The notable point here is
that it allows the designers to isolate the more challenging levels
so that fewer players ever get stuck.2). Wandering Enemies
Adding a bit of life to the hubs are various types of Hammer
Bros. that move around non-level nodes whenever the player exits a
stage (by either completing it or dying). Stepping on a node
occupied by Hammer Bros. teleports Mario to a single-screen arena
where a battle ensues.Defeating the Hammer Bros. yields a random
powerup from a set different than that of the stores, e.g., the
player can receive a Starman or a Hammer.TheMusic Box powerupcan
also put all the Hammer Bros. to sleep, allowing the player to
safely pass across the nodes they occupy.3).
FortressDestruction
Beating the mini-boss Boom Boom releases a "?" Ball that, when
touched, destroys his home. This is a nice connection to the hub
itself as the fortress blows up when Mario exits the level, clearly
linking the two events. This is the only way to get past a Fortress
Node as it's not possible to fly over it withLakitu's Cloud.This
sort of hub-updating is common to completing non-standard levels,
e.g., blocking doors are removed and bridges are lowered to allow
passage.4). Hand Traps
Hand Trapsare special nodes located in just a single part of
World 8. They can randomly drag the player into a level whenever he
walks over them, adding variety to the overworld's mechanics.This
event is accompanied by an animation of a large hand pulling Mario
down, further emphasizing the link between the hubs and the
stages.5). Bonus Toad Houses
Collecting all the coins in certain levels unlocks a special
blue (white in the original) Toad House on the hub. Unlike the
standard houses, these only contain a single chest that yields
either aP-Wingor anAnchor.Aside from providing an optional
challenge and an extra reward, the bonus houses are another great
link between the core stages and the overworlds.6). Destructible
Obstacles
Various hubs contain rocks that the player can destroy using a
hammer. These usually open up a path to an extra reward or serve as
shortcuts that allow the player to skip some levels.This sort of
interaction with the environment prevents the hubs from feeling
static, and World 2 actually uses the mechanic to hide a secret!If
the player uses the hammer in the top-right corner of the map,
he'll open up an additional path to a Hammer Bros. duo that drops a
Warp Whistle. There's no obvious hint of this secret as there are
plenty of rocks in the level and the map doesn't scroll to reveal
the path until the rock is destroyed. Despite this, it's a very
satisfying secret to discover with an equally worthwhile reward.7).
The Canoe
World 3 allows Mario to hop in a canoe as an alternative mode of
transportation. The canoe moves gradually instead of jumping from
node to node, and it allows the player to visit an island filled
with powerups and minigames.Aside from breaking themonotonyof
traversing hub-nodes on foot, the canoe can also be used to
navigate to a second, secret island that holds another Toad
House.8). Airships
Each airship in the game represents the last levels of a world
(except World 8). If the player fails to finish the level on his
first try, the airship will randomly travel to another node on the
hub. This effectively makes the player chase the last level, which
is a novel and amusing conceit.This mechanic can also cause a few
headaches as the ship can move to locations hidden behind Hammer
Bros. or unfinished stages, but this can be avoided with the anchor
powerup.In either case, the airships add life to the hub and also
havecoin-filled counterpartsthat act as another fun reward.9). The
Tower (of Babel?)
World 5 is actually composed of two different hubs linked
together by a rather clever gateway.The first hub is a typical
grassland with a few clouds on its lower-right side and a spiral
tower that takes Mario to a largely vertical level. Climbing the
tower to the top and activating a Beanstalk deposits the player in
the second hub: the cloudy sky. This hub turns out to be a
largecloud-kingdom that contains even more levels and a miniature
version of the previous hub in itstop-left corner!It's also
possible to travel between the two hubs -- and necessary if an
airship moves from one to another -- although the tower needs to be
traversed each time going up.The visual link between the two hubs
is a small, aesthetic touch, but it fits perfectly with the in-game
logic and Mario'spenchantfor cloud-platforming.10). World 9
Finally, the warp zone itself is presented as a hub, World 9.The
warp zone allows the player to skip entire worlds, but it's not
implemented as a custom piece of UI. Instead, it's a meta-world of
sorts, beyond the regular worlds yet connected to them. This
anchors the warp zone to the in-game universe and utilizes an
existing interface that's familiar to the player.
SMB 3s hubs might not be the games most defining feature, but
they help tie together its various components into a cohesive
whole. Consequently, the hubs are much more than just abstract
menus; theyre part of a larger, interconnected picture thats fun to
explore.