The bottom line
Snake Pass became an original 3D platformer by removing the jump and making the snake's own body both its tool and its enemy. Bold ideas like this keep games fresh, even if they divide players.
Key takeaways
- The game started from a real-world idea, not from other games. 2:14
- Designer Seb Liese forgot to attach a rope to the ceiling in Unreal Engine, and it fell and coiled in an interesting way.
- He had kept pet snakes and had been a biology teacher, so he knew how snakes move.
- Taking away the jump made the team build a game about climbing. 2:44
- Ideas like sneaking and killing, coiling and springing, or growing and shrinking by eating fruit all failed.
- Without a jump, levels became vertical structures the snake has to wind around.
- The long body is both the player's greatest asset and its biggest enemy. 3:38
- The player steers only the head, while 35 collision spheres trail behind it.
- Wrapping the body around a pillar creates grip, but a body dangling over an edge makes Noodle slip and fall.
- Mastery through experimenting is what makes the difficulty enjoyable. 5:18
- The tutorial ends quickly, so players learn moves by practice.
- Optional aids, a tighter grip and the hummingbird lifting the tail, let players set their own difficulty.
- A bold design divides players, and that is a price worth paying. 9:32
- Some call Snake Pass a frustrating mess and others a fantastic challenge.
This thing that is simultaneously both your greatest asset and your biggest enemy.
Mark Brown
Chapter summaries
0:00 A year of 3D platformers
A crowded year of 3D platformers makes Snake Pass stand out for one thing its hero can't do.
- Snake Pass looks like a typical 3D platformer but isn't. 0:45
- Mario Odyssey broke new boundaries, Crash Bandicoot was remade, and A Hat in Time was a hidden gem.
- Snake Pass has the usual trappings: a stripy, googly-eyed snake, a hummingbird sidekick and coins.
- Yooka-Laylee, by Banjo-Kazooie alumni, is called "so-so".
- Super Lucky's Tale, Knack II and Sonic Forces are dismissed as games that "exist".
- David Wise, the Donkey Kong Country composer, wrote the music.
1:40 Asking what the snake can't do
The tech demo became a game once the team studied what the snake couldn't do instead of what it could.
- Removing a core mechanic opens fertile ground for design. 2:51
- Jumping is something every 3D platforming hero does all the time.
- The same question works elsewhere: a shooter where you can't shoot, or a driving game where you can't brake.
- Seb Liese won his job at Sumo Digital with user-made LittleBigPlanet levels. Sumo also made Sonic Racing and LittleBigPlanet 3.
- His first task was to learn Unreal Engine. He then made the rope controllable and added a head.
- Dropping the jump demanded changes to almost everything known about 3D platformers, starting with the controls.
3:20 Steering a head, dragging a body
The player aims only the head, but the body trailing behind decides how fast and how safely Noodle moves.
- The controls aim the head in 3D space, and the trigger drives it forward. 3:29
- The analogue stick moves the head on a flat axis, relative to the camera.
- Holding A lifts the head, and letting go lets gravity drop it.
- Holding the right trigger stretches the body spheres, so real speed needs the serpentine zig-zag.
- Each sphere tracks what it touches, what its neighbours touch, and whether it is part of a bend.
- Anchor points let Noodle swing underneath platforms.
- Octodad and Human Fall Flat also have physics-based characters, but not a serpent body like this.
5:20 Learning Noodle through practice
The huge, half-controlled body makes climbing a skill that players enjoy getting better at.
- The body sets up a tug-of-war between momentum, friction and gravity. 5:28
- Physics climbing games like Grow Home and I Am Bread are the nearest relatives.
- The host could mess around for hours with it.
- The three forces are upward momentum, sticky friction and sinking gravity.
- Noodle's body is only halfway under the player's control.
- Moves are never taught, so players find them by practice. 6:21
- Two optional aids help: the left trigger grips tighter, and Y has Doodle lift the tail.
- Seb says getting better at anything triggers a certain area in your brain that makes it pleasant.
- Players can chase only the three key stones, or also the blue bubbles and gold coins.
7:09 How the challenge grows
| Feature | Early levels | Later levels |
|---|---|---|
| Bamboo ends | Capped | Uncapped, easy to slip off |
| Below the frame | Safe ground | Spikes, fire, thin air |
| Cost of a fall | Just a setback | Costly |
| Platforms | Static | Moving, flip upside down |
| Gaps and angles | Simple | Varied spacing and angles |
Snake Pass raises difficulty through level layout, and some new mechanics ease it instead.
- Levels get harder by making slipping easier and falls costlier. 7:20
- Bamboo rods lose their end caps, and gaps and angles vary.
- Early puzzles sit over safe ground, but later frames dangle over spikes, fire and thin air.
- Moving platforms force a body position that stays safe when the platform flips upside down.
- Not every new mechanic has to add challenge. 7:51
- Water lets Noodle move freely for the first time.
- It works as a brief respite from the constant danger of falling.
8:06 Lessons for designers
Snake Pass shows that outside inspiration, subtraction and unusual danger make original games, at the cost of divided opinion.
- Real-world interests can inspire games better than other games do. 8:16
- Sumo borrowed from Spyro and Banjo-Kazooie, but the core idea came from snakes.
- Miyamoto turned music, pets and gardening into games.
- Lucas Pope based Papers, Please on passport checks he met while travelling.
- Removing features and finding new dangers opens new gameplay. 8:53
- Adding enemies leads to a combat system, and then like every other game in existence.
- Gravity or your own body can be the enemy instead.
In the growth library
Mark Brown, creator of Game Maker's Toolkit. Snake Pass shows how removing a core mechanic (jumping) and giving the player a body they only half control can turn a 3D platformer into something new. The example worth watching is Noodle the snake, whose long body is both your best tool for gripping and your worst enemy when gravity pulls it down.
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