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Super Mario 3D World

A Nintendo 3D platformer featuring the Captain Toad levels.

2 sources2 tips

Where Super Mario 3D World comes up2 episodes and tests

Gcreator of Game Maker's Toolkit, with the designer of Islanders and Thronefall testHow to find amazing game ideasGcreator of Game Maker's Toolkit testHow to Keep Players Engaged (Without Being Evil)
In short

Super Mario 3D World shows two design moves. The Captain Toad levels remove jumping, since his heavy backpack makes a bouncy platformer slow and methodical, which opens new design space. Across stages, new areas, mechanics and enemies keep players curious even though the core is platforming. Sources give no numbers. Lesson: subtract a core mechanic to find fresh ideas, and keep varying content around a stable core.

At a glanceRemoving Toad's jump made a bouncy platformer slow and deliberate
  1. 1Give Toad a heavy backpackCaptain Toad levels in Super Mario 3D World
  2. 2Remove his jumpToad cannot jump because of the backpack
  3. 3Pace turns slow, deliberateA genre built on bouncing slows down
  4. 4Design space opens upRemoval opens as much as adding

From Game Maker's Toolkit on Super Mario 3D World

What was said about Super Mario 3D World

  • Captain Toad's missing jump turns a bouncy platformer into a slow, methodical one. In the Captain Toad levels of Super Mario 3D World, Toad cannot jump because of his heavy backpack. That one removal makes a genre built on bouncing feel slower and more deliberate.

    Game Maker's Toolkit uses it to show that removing a core mechanic can open as much design space as adding one.

  • Mario games keep players engaged through novelty, even when the core gameplay stays platforming. Super Mario 3D World is mostly platforming, yet you never know what to expect from stage to stage. Each level offers a new way to play, so players stay keen to see the next one.

    The lesson drawn is to keep introducing new areas, mechanics and enemies; novelty alone can sustain engagement without variety in gameplay types.

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