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 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
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
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
| Same gap, built with | Single Koopa | Koopa from pipe | Note block |
|---|---|---|---|
| If you miss | Koopa dies | New Koopa spawns | Block stays put |
| Can retry? | No, softlocked | Yes | Yes |
| Extra parts | None | A pipe | None |
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