Вы находитесь на странице: 1из 48

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 "?" Blocks are encountered as soon as the game begins.
Since they utilize a fairly universal symbol for a question, they inherently invite the player to
investigate.
In addition to being positioned over Mario's head, a slowly approaching Goomba encourages the
player to jump up and discover that hitting the blocks from below can yield rewards (in this case,
some Coins and a Super Mushroom).
The red Venus Fire Trap is 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 red Koopa
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: the Super Leaf.
Immediately to the right, a strip of flat land with three enemies -- one of them a
red Paragoomba -- 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 horizontally and vertically at the same time.
4). World 1-1

As soon as Mario lands on a series of clouds, he finds an isolated Brick Block that 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 first 1-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 green Koopa
Paratroopas that 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 a Piranha Plant and 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 a P-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 animating Goal Panel that 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 the Jump 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
below or landing 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
a Starman.
11). World 1-2

The level end introduces a new enemy, a flying Paragoomba that bombards Mario with MicroGoombas. 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 the Boomerang 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 a Coin 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 the Coin Heaven bonus 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 stacked Wooden 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 a vertical 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 House will also open up in the overworld area.
18). World 1 Fortress

Podoboos and Roto-Discs are 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 the Fire 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
and it'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 the Dry Bones is temporarily dispatched with
a stomp -- a runway right next to it. This particular secret leads to a Warp 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 to recede and 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 against Boom 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 "?" Ball that 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
in World 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 some Buzzy Beetles that 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 in World 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 like World 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 in World 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 of Toad pleading 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
as Cannonballs and Bullet 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 stolen Magic Scepter, jumps down to the ground, cures the king,
receives a congratulatory message, and finally reads a letter from Princess Peach that 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 my previous 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 above Thwomps are 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
of suspense (even when 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 into Used Blocks when hit, penning the shell inside and
ensuring that it clears a path to the exit pipe. The lone brick that survives the destruction also
proves to be a Coin Block, rewarding the players that risk activating it.
3). World 2 Quicksand

The Angry Sun doesn't scroll with the rest of the background, immediately making this level feel
unique.
When the player gets past the Tweester, 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 not quite as 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 by Boss Basses while the whole map dips in and out of
water. Thankfully the stage also contains a few Beanstalks that 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 introduced by putting them together.

11). World 4-1

Probably the most beloved of SMB 3's worlds, Giant Land features 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 bubbles emanating from the pipe indicate a water current that's impossible to pass without the
somewhat rare Frog 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-Switches are 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-collidable Silver 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 the pipe
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 famous Kuribo'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 across Munchers and 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 of Buster Beetles and Ice

Blocks to create a runway. However, he must not kill 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 and Nipper 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 whole chain 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-Cheeps are 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 unique occurrence, but executed very well.
The Cheep-Cheeps never miss their jumps -- even when their starting and ending points are
placed at different elevations -- and their aerial acrobatics are fun to interact with and observe.
20). World 6-7

This autoscrolling level is filled with Donut Lifts that 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 of Hot
Foot, Stretch and Roto-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 and is 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, all of 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 a Tanooki
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 Navy and World 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
the Hammer 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 with Bowser.
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 in World 4 Fortress 2 that 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 my second SMB 3 post, I took a look at worlds 2 through 8 and picked out 30 stages
that exemplified clever 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
scrolling archipelago, 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 minilevels 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.
The Music Box powerup can also put all the Hammer Bros. to sleep, allowing the player to safely
pass across the nodes they occupy.
3). Fortress Destruction

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 with Lakitu'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 Traps are 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 a PWing or an Anchor.
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 the monotony of 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 have coin-filled counterparts that 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 large cloudkingdom that contains even more levels and a miniature version of the previous hub in its top-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 ingame logic and Mario's penchant for 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.

Вам также может понравиться