Level design talkpoint,topic: super mario brothers,level 1

happymasksalesman happymasksalesman

Happy to do business
Level 5
10%
Joined
Mar 23, 2025
Messages
1,143
Level up in
1357 posts
Reaction score
2,403
Points
3,477
Location
Need not know
Note:topic of this thread changes for new stuffs after one week or 2.


Hello again! As topic says lets tlak about one of most iconic level design in history!
SuperMarioBrosMap1-1.png

Refrence from Here.

What make this level a good level?
first player spawn location. It has a good distnace from first enemy,a gomba, which lead player learn the game in start.

When player reach the gomba first time,they already learn how to move and jump. When they hit gomba and die they think,"what should we do?" Next time they try to find a way.

When they hit first item block and get their first mushrooms. When they suddenly become bigger its feel really great. Now you are bigger than gombas!

the level let you find hidden stuffs and items as you want. It don't limit you except you can't turn back(in first version it was like that.)

I'm not much know the art of level design. I like platformer games when they give you freedom and never make points hard to get!

so lets talk about this.
 
A really good first level should nudge the player into engaging with the mechanics of the game without outright pausing the game and forcing them to, letting the player figure things out organically.
Mega Man X's opening stage is a famous example of a level that drip-feeds new obstacles for a player to overcome while also subtly encouraging certain actions from the player to do so.
 
K.I.S.S rule - Keep it simple stupid. Especially with the first level. Of course LJN never learned this, and of course they died. Than there was Superman 64.
 
A really good first level should nudge the player into engaging with the mechanics of the game without outright pausing the game and forcing them to, letting the player figure things out organically.
Mega Man X's opening stage is a famous example of a level that drip-feeds new obstacles for a player to overcome while also subtly encouraging certain actions from the player to do so.
 
Fun thread. I made a 2D platformer once and was surprised to learn that level design is just as difficult as writing the game's code. I really dont think its something that one person can easily do on their own but it needs playtesting in a group setting. One of my issues is that I could play the game with my eyes closed but others found the stages difficult which is why most players never got past stage 2 or 3. But make it too easy and thats even worse. Game design is a tough subject.
 

Users who are viewing this thread

Connect with us

Support this Site

RGT relies on you to stay afloat. Help covering the site costs and get some pretty Level 7 perks too.

Featured Video

Latest Threads

PS1 Obscure Games List

Hello, everyone.
I wanted to compile a list of obscure PS1 games, since the same games are...
Read more

How to deal with Video Game Overload

Hey everyone, just wanted to know how you are dealing with something I'd call Video Game...
Read more

Synthwave heaven - The Midnight

they released a banger just recently. if you don't know of them, you are in for a treat. check...
Read more

Deathmatch thread

Pick any two characters from anywhere in the world of fiction. Pit them against each other and...
Read more

Help running burned cd of ps1 games with mechapwn

its just going to no input after spinning for a bit, i installed mecha pwn with the usa retail...
Read more

Online statistics

Members online
96
Guests online
3,129
Total visitors
3,225

Forum statistics

Threads
13,019
Messages
316,936
Members
872,783
Latest member
Souliast.rou

Advertisers

Back
Top