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How to Make Your First Super Mario Maker 2 Level

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Game Maker's Toolkit12:59Open on YouTube
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The bottom line

A good first Mario Maker 2 level is built around one main mechanic that is introduced safely, ramped up smoothly, then combined with other parts and tested on real players. This focus beats filling a stage with every object, and it teaches the level design skills every good level needs.

Key takeaways

  • Build the whole level around one main mechanic. 1:20
    • Levels that use every object in the toolbox are unfocused and never explore any idea fully.
    • Other items are still allowed. The one mechanic is just the foundation, such as the swinging claw, note block, trampoline or on/off switch.
  • Teach the mechanic safely, then raise the challenge step by step. 3:10
    • The first claw sits over safe ground, but a raised wall and claw force Mario to use it before moving on.
    • Obstacles that extend beyond the camera are hardest, so they go at the end of the section, with rest moments between challenges.
  • Combining the mechanic with other parts makes a fresh second half. 4:57
    • A claw can ride a track, fork with an on/off switch, drop onto a lower track, or carry a bomb, trampoline or enemy.
    • The second half repeats the first half's pattern: a safe start, then rising complexity, with hints dropped earlier.
  • Enemies and items should be sparse and should reward skill. 7:53
    • Enemies add a change of pace, but a few work better than a screen full.
    • The route stays easy-going, with extra coins and pick-ups placed where more skill is needed to reach them.
  • Playtesting by others and by yourself exposes the flaws you cannot see. 8:39
    • Check that Mario cannot jump over obstacles, that the level works without the run button, and that a failed jump cannot make it unwinnable.
    • Fixes include endless pipe spawns or indestructible note blocks in place of a Koopa that can be killed.

Introducing mechanics, proper pacing, adding surprising twists, and rewarding skill, these are all things that every good level design will include.

Game Maker's Toolkit

Chapter summaries

0:00 Introduction

A first level should be a real Mario-style stage, and building it teaches skills that every later level uses.

  • Finishing one focused level gives a base for better ones. 0:36
    • The goal is a good level, not a name in coins or a pipe showering cash.
    • Afterwards you know what works and have tried most tools.
    • Mario Maker 2 had been out only a few days, and its tools cover auto-scrollers, boss battles and puzzles.
    • The joke target is a job at Nintendo and a Kyoto apartment within a week.

1:20 Step 1: Choose a Main Mechanic

One chosen mechanic gives the stage a theme and a strong base.

  • Pick one item from the toolbox as the central theme. 1:57
    • Candidates are a note block, a trampoline, on/off switches or the snake block.
    • The swinging claw wins here because it looks fun.
    • The messy alternative is a spike column, a few bumpers, some seesaws and a Banzai Bill gauntlet.
    • Any item can be the theme, so the choice is about interest, not rules.

2:20 Step 2: Consider Every Evolution

Listing ways to twist the mechanic before building shows which ideas are worth using.

  • Each twist asks whether the player can handle the mechanic in a new setting. 2:23
    • The basic form is one claw in a big gap.
    • Twists include several claws, different heights, a platform between them or a floating enemy.
    • The test question is you know how to deal with this mechanic: but how do you fare when I do this?
    • Some twists are boring and some too hard, so try each in a test bed.

3:10 Step 3: Introduce the Mechanic

The first claw is safe to fail but impossible to skip
Low risk lets the player learn, and the raised wall makes them prove they understood the mechanic before moving on.

The opening teaches the mechanic with low risk but no way to skip it.

  • The player must prove they understood the mechanic before moving on. 3:16
    • Most of the stage crosses deadly bottomless pits.
    • Only the first claw gives a safe second try.
    • The safe landing lets Mario fall and try again.
    • The raised wall stops the player cheating across without the claw.

3:51 Step 4: Ramp up the Challenge

Raise difficulty gently, rest between challenges, save off-camera for last
Only the four or five best twists make the cut, and the pauses between them make the stage more fun than non-stop action.

The best four or five twists arrive in a gentle curve, with pauses between them.

  • Bring in only the best evolutions, in rising order of difficulty. 3:55
    • A perfect ranking of challenges is not always possible.
    • Off-camera obstacles are harder because the player cannot plan ahead.
    • Without a view of what is coming, the player must react to each danger as it appears.
    • Downtime gives the level a pace of tension and release, which is more fun than non-stop action.

4:57 Step 5: Find Combinatorial Mechanics

One claw, many parts: combinations create new puzzles
Test parts against your main mechanic by hand and keep the outcomes that surprise you.

The first half ends at a checkpoint, then the toolbox is searched for parts that pair well with the mechanic.

  • Play around with the parts to find surprising results. 4:59
    • A bomb thrown into a claw could blow through a wall and open the way.
    • A bullet bill firing into a claw is an unknown worth testing.
    • Jonathan Blow built Braid levels by probing the basic rules for interesting consequences.
    • The aim is surprising outcomes from combining parts, found by experiment, not planned at a desk.

6:10 Step 6: Create the Second Half

The second half reuses the combinations, and ideas that fight back can be cut or changed.

  • Drop any idea that will not cooperate. 6:40
    • A claw carrying a bob-omb to a wall failed on timing, camera and the claw dropping things when Mario is underneath.
    • The second half begins with a claw on a simple track, then adds tracks at different heights.
    • Change an uncooperative idea substantially, or kill it, even if it is your best one.
  • The goal pole can reward skilled players. 7:08
    • Touching the top of the flagpole gives more points.
    • A hard final platforming puzzle can guard the top, while others just touch the bottom.
    • The on/off block is introduced in the first half, so players know what to do when it returns at the end.
    • Early hints make the second half feel part of the level and avoid surprises.

7:53 Step 7: Add in Enemies and Items

Enemies and items add variety and reward skill, as long as they stay sparse.

  • Enemies change the pace of a level, so use only a few. 8:00
    • Enemies can ramp up complexity or give a break from platforming.
    • A screen full of bullet bills, goombas and bob-ombs is the thing to avoid.
    • The rule is the same as in all game design: less is more.
  • Items guide players and pay off the bold. 8:15
    • Coins and 1-up mushrooms can show the way to go.
    • Keep the main route easy-going, then hide extra coins and pick-ups where more skill is needed.
    • Skilled or reckless players get the bonus.

8:39 Step 8: Playtest and Bugfix

One missed bounce shouldn't make a level unbeatable
Same gap, built withSingle KoopaKoopa from pipeNote block
If you missKoopa diesNew Koopa spawnsBlock stays put
Can retry?No, softlockedYesYes
Extra partsNoneA pipeNone
Spawn replacements from pipes or use parts that can't be destroyed, so a failed attempt never ends the run.

A fresh player finds the flaws you can no longer see, so test before you publish.

  • Let other people play before the level goes online. 8:44
    • After hours of work you know every pixel, but a new player may be confused, lost or overwhelmed.
    • Watch what friends and family do, ask for feedback, then make changes.
    • Try to break your own level on purpose. If you can bypass your challenges, add blocks to stop it.
    • Mario's huge jump can carry him over obstacles. Stretch gaps and add blocks and slopes.
  • Check that the level works for beginners and after mistakes. 9:45
    • Play without touching the run button, because many newbies won't run.
    • A level must never become impossible after a failed attempt.
    • Example: bouncing on a Koopa to clear a gap. If Mario misses and kills it, the level can't be finished.
    • Fix it with enemies, p-blocks or trampolines that endlessly pop out of pipes, or with an indestructible note block.

10:32 Step 9: Do your Research

Replaying good games with an analytical eye is the best way to learn level design.

  • Play Nintendo's levels as a designer, not as a player. 10:36
    • Look at how ideas are introduced, evolved and twisted, and where enemies and items sit.
    • Notice how each stage alternates moments of action with moments of rest.
  • Good level design carries across games. 10:59
    • Mario shares Mario Maker's mechanics and physics, so it helps most.
    • Mega Man, Rayman, Celeste and Shovel Knight also have lessons to give.

11:30 Step 10: Start Again

After the first level, the next step is to try something new.

  • Repeat the process with a new mechanic, or stretch beyond it. 11:34
    • Explore several mechanics in one stage, as Donkey Kong Country: Tropical Freeze does.
    • Try night mode twists, water levels in the forest and castle themes, or a different clear condition.
    • Build around a theme or a Mario skill rather than a mechanic.

In the growth library

Mark Brown, creator of Game Maker's Toolkit. A ten step method for building a focused, well paced Mario-style level: pick one mechanic, introduce it safely, ramp it up, combine it with others, then playtest and fix. The worked example is a level built around the swinging claw, including a bob-omb idea that was cut because it would not work.

Lessons that draw on this:

More from Game Maker's Toolkit · The whole library, and ask it anything

Transcript200 lines
Introduction 0:00
0:02

Super Mario Maker 2 came out just a few days ago. This game lets you try your hand at level design, by giving you the tools to make your own Mario stages. And then you can upload your courses to the web, and see what randos online think of your design skills. The game gives you all the tools you need to make auto-scrolling levels, boss battles, crazy puzzles, silly jokes, and more. But when you first open “make mode”, you’re almost certainly going to be asking yourself the question: “uhh, where do I even begin?”

0:36

So I thought I’d put together a tutorial that can help you get your first level made and published. And it should hopefully be a legitimately good, Mario-style level, and not just your name written in coins, a bunch of pipes that shower you with cash, or twenty eight goombas on a seesaw. And then, once you’ve cleared that hurdle and made your first stage, you’ll have a better understanding of what works and what doesn’t, you’ll know more tricks you can employ, you’ll have tried most of the game’s tools, and you’ll be well on your way to making an amazing stage, getting hired by Nintendo, and looking for apartments in Kyoto by the end of the week.

1:16

Sound good? Then let’s get started. Step One. Choose a main mechanic.

Step 1: Choose a Main Mechanic 1:20
1:24

One of the biggest mistakes you can make in Mario Maker 2, is to just fill your level with every single object in the tool box. You know, put a giant spike column here, throw in a few bumpers there, mix in a couple see saws, and finish off with a gauntlet of Banzai bills. These levels are often completely unfocused and, critically, they don’t have enough time to introduce each idea or explore it to its full extent. So instead, look through the toolbox and find just one mechanic that you can use as your central theme for the stage.

2:00

Perhaps it’s a note block. Or a trampoline. Or on/off switches. Or the snake block. This doesn’t mean that you can’t use any other items in your level: it just gives us a strong foundation to build on. For this stage I’m making, I’m going to check out these swinging claws. They look like fun.

Step 2: Consider Every Evolution 2:20
2:19

Step Two. Consider every evolution. The next step is to think about how this one mechanic could be made more interesting or difficult. So the most basic way to present this swinging claw is to have one in the middle of a large gap: and then have Mario jump into the claw, swing over, and jump out to the other side. But perhaps we could have multiple claws in the gap. Maybe at different heights. Perhaps put a platform to jump over in the middle of them.

2:47

Or a floating enemy. And so on. We’re trying to find ways of saying “okay, so you know how to deal with this mechanic: but how do you fare when I do this?” Some twists will be boring, some will be way too hard. So make these different permutations in a test bed yourself, and find out which ones provide the best experience. Step Three. Introduce the mechanic.

Step 3: Introduce the Mechanic 3:10
3:13

Okay, so let’s get building the actual level. The first step should always be to introduce the mechanic to the player in a safe and controlled manner. So while the stage will generally involve swinging over perilous, insta-death, bottomless pits - for the very first instance of these claws, we’re going to give Mario the chance to fall onto safe ground, and try again. But it’s important to make sure that the player can’t just cheat their way across.

3:38

They have to prove that they’ve used and understood the mechanic before they can move on. So I’m going raise the wall, and raise the claw, to force Mario into the claw’s grip. Step Four. Ramp up the challenge.

Step 4: Ramp up the Challenge 3:51
3:53

Remember those evolutions we explored earlier? It’s now time to bring them in. Or, at least, the four or five best ones. So after mastering the mechanic in its most basic form, the player will now have to contend with all sorts of extra challenges, twists, and complexities. Ideally, the mechanics should ramp up in challenge quite smoothly, with a gentle difficulty curve. It’s not always possible to get a perfect hierarchy of challenge in these things, but something that definitely makes things harder is when the obstacle extends beyond the camera.

4:25

This means the player can’t get a good look at what’s to come and plan their movement: and instead has to play reactively to whatever dangers crop up. Leave those for the end of this section. Oh, and make sure you give the player time to rest. Don’t just jump from one challenge to another, but create moments of downtime. This provides moments to take a rest, and gives the level a modulated pace of tension and release that is way more fun to play than just constant non-stop action.

4:55

Step Five. Find combinatorial mechanics.

Step 5: Find Combinatorial Mechanics 4:57
4:59

Okay, so now the level has a main mechanic and it ramps up neatly. Sweet. That’s the first half sorted. Chuck down a checkpoint, and let’s move on. Now, the goal is to find other parts in the toolbox that combine well with your primary mechanic. With the swinging claw, I found that you can put it on one of these tracks. And from there, you can have the tracks fork off into two lines - which is controlled by an on/off switch.

5:26

You can also have the claw drop off the end of a track, and then automatically latch onto a track that runs below. Swinging claws can also hold things other than Mario, such as trampolines, enemies, and exploding bombs. Perhaps you could chuck a bomb into the claw and have it blow through a wall, so Mario can make progress. What happens if a bullet bill fires into a claw? Hm, interesting. This is all about experimentation and playing around.

5:54

Just like how Jonathan Blow made levels for Braid by playing around with the game’s basic ruleset and hunting for interesting consequences, you too are trying to find surprising outcomes of combining Mario Maker’s parts. Step Six. Create the second half.

Step 6: Create the Second Half 6:10
6:13

So now the player has shown that they have mastered the basic mechanic, we can use these combinatorial set-ups to make the second half of the stage even more interesting. The process is largely the same: we want to start by giving the player a chance to explore this idea in a safe environment. And then ramp up in complexity throughout the stage. So I’m gonna start with the claw on a simple track. But then have multiple tracks at different heights.

6:38

And introduce ideas from there. Sometimes an idea just won’t come together. I had this mad plan to have it so a claw picked up a bob-omb, and then you have to hit the on/off switch at the right time to make the claw fall down to the track below and carry the bob-omb to a wall so it can blow a hole through. But with the timing, the camera, the way the claw drops stuff when Mario is underneath - it just didn’t quite work.

7:01

Don’t be afraid to kill your best ideas if they’re being uncooperative. Or change them substantially. The end goal is often a good chance to make one final test. Most of the Mario Maker game styles have a flagpole, or similar, which rewards the player with more points if they touch the top. So you can make a really difficult final platforming puzzle to get to the top and reward your best players: while those who can’t hit those highs can just touch the bottom of the goal.

7:30

Another idea worth considering, is to go back to the first half of the level and drop in small clues and hints of what’s to come. It makes the latter half feel more cohesive to the level as a whole, and can also be used to avoid surprises. So in the first half, I introduce the on/off block, which should help players know what to do when they come across the same block at the end of the level. Step Seven. Add in enemies and items.

Step 7: Add in Enemies and Items 7:53
7:55

A Mario level is never just an endless gauntlet of platforming mechanics. There are also enemy encounters, which can be used to ramp up complexity, or provide a change of pace. But, as with everything in game design: less is more. Sprinkle in a few enemies, rather than filling the screen with bullet bills and goombas and bob-ombs. And don’t forget items, like coins and 1-up mushrooms, which can be used to show players the way to go.

8:22

Items are a good way to reward the most skilled, or reckless players. Make getting from the start to the finish a relatively easy-going experience: but then add in extra coins and pick-ups in areas that require more skill to reach. Step Eight. Playtest and bugfix

Step 8: Playtest and Bugfix 8:39
8:42

Don’t wait until your level is available to the world online, to get your stage in front of people. You know your level inside and out: you’ve been working on it for hours, after all, and you know every single pixel, like the back of your hand. But someone who plays the stage for the very first time could easily be confused, lost, or find the stage way too demanding. So get your friends, your mum, your brother, and their friends to try your stage first.

9:09

Watch what they do, ask them for their feedback, and make changes to your stage. You can also playtest your own level by purposefully trying to break the game. If you can bypass a lot of your challenges and ignore all of your hard-work, then you might need to add in some extra parts to block access. Here are three things you always need to check: First: Make sure that Mario can’t simply sail over your obstacles entirely, with his utterly massive jump.

9:37

You might need to stretch out gaps and add in blocks and slopes to stop this from happening. Second: While you, as a Mario expert, probably always run at full speed through your levels - many newbie players won’t. So make sure your stage can be completed at Mario’s normal speed, by forcing yourself to play through your stage without touching the run button at all. Third: What happens if you don’t get something right first time?

10:02

Imagine a jump like this, where you bounce on a Koopa to clear a gap. That’s cool if you make the gap, but what if you don’t and end up killing the Koopa? The level is now impossible to finish. That’s just bad design. There are some easy ways to fix this, though, such as having enemies, p-blocks, trampolines, and so on, infinitely pop out of pipes. Or just using indestructible stage elements like, in this case, a note block.

10:31

Step Nine. Do your research

Step 9: Do your Research 10:32
10:34

Now you’re in a level-making mood, this is the perfect time to boot up your favourite Mario games and play through some stages. You’ll no longer just be a passive player: but you’ll be actively looking for level-making tips and strategies. So look at how Nintendo introduces, evolves, and twists its ideas across each level. Consider the placement of enemies and items. Look at how it paces each stage with moments of action, and moments of rest.

10:59

There’s no need to stop at Mario, mind you. As I’ve shown on Game Maker’s Toolkit, there’s plenty to learn from games like Mega Man and Rayman, and games I’ve yet to cover like Celeste and Shovel Knight. Mario will be the most useful because Mario Maker, obviously, has the same mechanics and player physics, but good level design is good level design, and is almost always universally applicable. So replay these games with a more analytical eye, and see if theres anything you can learn to make your own course even better.

Step 10: Start Again 11:30
11:30

Step Ten. Start again Okay, so now you’ve made your first stage you’re ready to try new things. You could repeat this tutorial with a different mechanic, or flex your creative muscles and see what else you can produce. Perhaps you want to be more like Donkey Kong Country: Tropical Freeze, and explore multiple mechanics throughout your stage. Perhaps you want to try the weirdo twists you get when you enter night mode, toy with the water levels in the forest and castle theme, or change the clear condition.

12:01

Or maybe you want to build a level around a thematic concept, or a Mario skill, rather than strictly around a mechanic. It’s all up to you, now - but hopefully these basic tips will prove useful no matter what you make. Introducing mechanics, proper pacing, adding surprising twists, and rewarding skill - these are all things that every good level design will include. So, make some cool stuff and leave your level codes in the comments below.

12:28

I’ll play as many stages as I can next week - on July 10th at 7PM BST, on a livestream here on YouTube. You guys and gals can help me out by playing levels in the comments and giving a thumbs up to the ones you like best. Thanks for watching and happy building!