The bottom line
Tropical Freeze evolves Nintendo's one-idea-per-level pattern by weaving several mechanics together under a shared theme. This gives its levels more surprise and variety, and sets the standard for 2D platformer level design.
Key takeaways
- Nintendo's classic platformer levels explore one mechanic and escalate it. 0:58
- In New Super Mario Bros. U, Lemmy's Swingback Castle starts with one swinging platform, then adds enemies, fire, offset patterns and red coins, then a final gauntlet.
- Secondary mechanics are usually borrowed from other levels, like bullet bills, which were the main gimmick in 3-4.
- That pattern has limits, because levels run short and ideas run out. 3:02
- There are only so many ways to spin one idea, so stages become predictable.
- The same hazards show up in all four New Super Mario Bros. games.
- Tropical Freeze breaks the pattern by combining two or more mechanics in each stage. 3:49
- Horn-top Hop mixes horns and falling leaves, then blends them in one section.
- In Baobab Bonanza, bending flowers and rolling spiked nuts stay apart until a giant nut chases you across the flowers.
- A shared theme keeps many mechanics cohesive and sparks new ideas. 6:35
- Scorch 'n' Torch has about six mechanics, all tied to a forest fire, and each is taught before it is mixed with others.
- Fruity Factory's fruit-processing theme produced cleavers, drills and blenders, and the whole world tells one story.
- Longer stages also add breaks, bonus challenges and story touches. 8:29
- Windmill Hills breaks up the level with a cable car ride unrelated to its main mechanics.
- Stages can run 10 minutes and have two or three checkpoints, while Mario stages often have one.
The real takeaway has got to be how Retro took the level design pattern that had served Nintendo so well, for so long, and then evolved it to the next step.
Mark Brown
Chapter summaries
0:00 Retro goes past Nintendo's level pattern
Tropical Freeze needed to break the one-idea-per-level habit that Nintendo and Rare had used for decades.
- Tropical Freeze has some of the most inventive level ideas in platforming. 0:25
- You ride a rocket barrel past a giant wheel of cheese.
- You platform up a cliff during an avalanche.
- One level opens with mini cyclones, lightning bolts and windswept enemies.
- It ends with you trapped inside a raging tornado.
- Nintendo's 2D levels have long been built around one showcase idea. 0:58
- The idea can be a platform, like the stars in Spinning Star Sky.
- It can be an enemy, like the bipeds in Bramball Woods.
- It can also be a hazard or a big enemy that chases you.
- The idea is introduced, then repeated in harder versions.
- Donkey Kong levels followed the same pattern. 2:24
- Rare's Stop & Go Station and Red Hot Ride each centre on one idea.
- Retro's Damp Dungeon is built around water wheels.
- In Stop & Go Station, enemies run back and forth until you hit the barrels.
- In Red Hot Ride, the Kongs stand on balloons held up by hot air vents.
- The water wheels get more complex as the level goes on.
3:00 Weaving mechanics together
| Classic Nintendo level | Tropical Freeze level | |
|---|---|---|
| Mechanics | One showcase idea | Two or three new ideas |
| Secondary ideas | Borrowed from other levels | Introduced in the stage |
| Teaching | One idea, harder repeats | Each taught separately first |
| Climax | Gauntlet of the same idea | Mechanics combine, e.g. nut chase over flowers |
| Feel | Predictable, ideas run out | Surprising, varied |
Tropical Freeze keeps the strengths of single-idea levels and adds surprise by mixing mechanics.
- The single-idea approach has real strengths. 3:00
- It fills a game with many unique ideas.
- Each idea gets a full introduction before it is dropped for something fresh.
- Mark Brown has advocated similar designs himself.
- Each idea is explored in many different ways before it goes.
- Rickety Rafters teaches three mechanics, then combines them. 4:40
- You pull switches, stand on switches and throw berries at switches.
- Each is explored as fully as a typical Mario mechanic.
- In one section you pull a switch to reveal a button.
- Then you throw fruit at that button.
- Keeping mechanics apart first makes the final mix a surprise. 5:05
- In Baobab Bonanza, each mechanic gives the other time to breathe.
- That stops the level from feeling samey.
- Level designers seem to be in a constant arms race to outdo one another.
- Even single-mechanic levels keep finding new twists. 5:47
- Sawmill Thrill is a cart level about circular saws.
- The blades do more than get faster, bigger or more numerous.
- They carve platforms out of wood.
- They chop up timber hazards.
- They throw up new bits of track to jump on.
6:17 A shared theme holds the mixed mechanics together
A common theme makes a pile of mechanics feel like one place, and it also feeds new ideas.
- Scorch 'n' Torch ties every mechanic to a forest fire, so the mix stays coherent. 6:35
- Water berries, burning trees, burning ropes, falling statues, hot coals and falling flames all belong to one fire.
- Mechanics combine late in the stage, such as statues landing on coals just before a burning rope.
- The first statue squishes an enemy, which shows what would happen if Donkey Kong stood under it.
- Each mechanic evolves, from a tree that only loses its leaves to a row of trees burning down.
- Mixing is only fair because each mechanic was taught earlier in the stage.
- Thinking about a theme, not single mechanics, produces wackier ideas. 7:38
- Fruity Factory has cleavers, conveyor belts, drills, blenders and swinging arms, all from a fruit plant.
- The whole world tells the story: fruit is picked in level one, processed in the next three, made into jelly in five and frozen into ice lollies in six.
- That story pays off in the boss fight.
8:29 Breaks, bonuses and extras fill the longer stages
Stages are long and dense enough to carry rest breaks, optional challenges and small stories, and the Mario comparison shows what that costs.
- Intermissions and mini-games add variety and optional risk. 8:54
- In Windmill Hills, a tower climb and cable car ride break up the middle of the level.
- Harvest Hazards has a rock-to-roll platform mini-game for bananas, a risk and reward choice like Mario's red coins.
- The cable car section has nothing to do with the stage's main mechanics.
- Two kinds of collectible reward exploration and skill separately. 9:19
- Puzzle pieces are hidden in secret areas.
- KONG letters sit in plain view but ask you to take risks.
- The reward is a hard bonus level, like Precarious Pendulums, which combines swinging platforms with electrified floors.
- Background stories add charm, like the penguins chopping fish in Twilight Terror and the one who parachutes from his wrecked machine in Reckless Ride.
- Longer stages need more checkpoints, and they mean fewer levels. 10:10
- Tropical Freeze stages can run 10 minutes with two or three checkpoints. Mario stages often have one.
- Mario U still has only about 10 more levels than Tropical Freeze.
- The New Super Mario Bros. games have an old-school purity but feel a bit lazy.
10:59 Retro's lesson: think about themes as well as mechanics
Retro evolved Nintendo's pattern into levels that other 2D platformers should be judged against.
- Adding theme to mechanics produced a set of levels that sets the standard for 2D platformers. 11:18
- Every stage shows love and attention, from the background art to the set-pieces to David Wise's soundtrack.
- Super Meat Boy, N++, the Rayman games, the new Sonic games and Shovel Knight are possible comparisons for future videos.
In the growth library
Mark Brown, creator of Game Maker's Toolkit. Classic Nintendo 2D platformer levels showcase one mechanic and escalate it, while Tropical Freeze weaves two to six mechanics together under a shared theme. The example worth watching is Scorch 'n' Torch and Baobab Bonanza, where separate ideas collide in surprising ways late in the level.
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