Someone mentioned an H shape. I thought of how other shapes might make levels more interesting, but due to a lack of true evidence I'll talk about Mario games.
Hi I'm a bunny and I tend to hop. I heard Mario jumps higher than a box of frogs. How he traverses his environment and his natural ability have given him possibilities beyond rationality. As a bunny, I tend to memorize places that are safe to hide in and rest there a lot. But that's enough about me.
Contains some Super Mario level spoilersI'm impressed with how pretty much every Mario platformer game was designed. How every level flows enhancing the meaningfulness of playing them again and again. I only paid attention to power ups when I started. Of course, they were the YOU DID IT moment before you got hit and fell in a pit. I'm not going to be going into such miniscule detail. Instead I'm thinking about how the levels contrast so I can make a broader analysis across all the games and benefit from the art.
One important thing to note is every single level has a different tile set, yet each level type ended in similar ways, as well as the worlds, this defined a story. Without those elements, and without the ending, there would just be continuous mind numbing action. There were also music scores, obstacles, power ups, and mechanics that pretty much proves auto-runners are a dime a dozen.
Starting with games 1,2, and 3, the actual shape of every level is not perfectly straight, although I convinced myself they would be at some point. This skewedness made it interesting to navigate, it wasn't quite so repetitive, some angles were even a challenge and of course, pitfalls are common for platformers now.
Super mario was the least complicated (because of technology) but it had clouds, pipes, and plenty of obstacles and a few please don't kill me moments.
Simpler times
http://www.mariouniverse.com/images/maps/nes/smb/7-1.pngthis is a more complicated level
http://www.mariouniverse.com/images/maps/nes/smb/6-2.pngpretty easy to lose here
http://www.mariouniverse.com/images/maps/nes/smb/4-3.pngSuper Mario 2 had some interesting door systems (maybe too interesting, time's up). Fewer power ups too whaaat (most people skip this game and play SM3 first, so it feels like fewer).
Right-up-down-right
http://www.mariouniverse.com/images/maps/nes/smb2/5-2.png...So in this map you start at the top center at the bird head, and then you go right, you then proceed underground to the left until you reach a ladder, which enters you into a door that was technically right next to where you began
http://www.mariouniverse.com/images/maps/nes/smb2/3-2.png uhhuh
I take it back, this makes perfect sense the way they drew it, why do I have to climb all the way up the tower just to fall all the way back down again when I can jump the gap? (Map does not actually look and perform this way in-game)
http://www.mariouniverse.com/images/maps/nes/smb2/4-3.pngSuper Mario 3 really has it going since you can find yourself running back to explore and it clearly built on ideas from Super Mario that the players would have otherwise found, challenging, kicking a shell and hitting yourself with it on the first level, anyone? More Power Ups.
Remember when you started the game and met a Goomba? and some horizontally stacked boxes that give you that first mushroom, take two
http://www.mariouniverse.com/images/maps/nes/smb3/1-1.pngEvery level has a similar ending which makes a coherent ebb and flow. There's a moment where the player can put down the controller and say finally. The castles 'bosses' break the flow between levels, but in a predictable way.
So there was Bowser in 1 (or was it King Koopa? idr),
Nightmarish things in 2,
http://www.mariouniverse.com/images/maps/nes/smb2/4-3.pngThere was a miniboss in 3,
http://www.mariouniverse.com/images/maps/nes/smb3/1-fortress.png, and the Koopa kids on flying airships that could potentially force you to play a level,
http://www.mariouniverse.com/images/maps/nes/smb3/1-airship.png and the added bonus that running out of lives didn't bring castles back to life, but it did bring levels back - and only player who completed that level in 2-player mode (pretty cool actually). [no quality video or image found, just take my word for it]
Somewhat on a tangent. No save points. These games could be completed in under 30 minutes and there were opportunities to put the controller down and walk away. Quitting and replaying the first few levels increased your chances of survival, so why not?
Then things got more complicated. Game saves included, that's just how long the games became now. This also makes analyzing them more haphazard so I'm not quite as inclined to even remember details or maximize the skills to beat these games.
Super Mario World started to use a more interesting camera system which I think cut down the complexity of the obstacles a bit. The levels were flattened out and stacked about two or three screens high. Instead of traveling different directions up-down, left-right, diagonal, most of the time, you had to explore different heights and more secrets.
most worlds in SMW look more like
http://www.mariouniverse.com/images/maps/snes/smw/vanilla-secret-2.pngat least there's no less than a pipe and a cloud shortcut occasionally
Secret exits too
A little off the point. Bridge.Yoshi's island, yoshi's story, wario land were a little different. They utilized the introduction of mechanics and map design admirably, the problem being there's nothing to compare them with so I'm sorry! There is a slight contrast in how Wario has hats, Yoshi has transformations, Mario also had hats in the search for golden coins, and transformations in consol games which really makes an odd distinction.
Things got more complicated.Super Mario 64... and games similar to Sunshine. I'd be lying if I said I fully understood how all the levels in 3D marios were formed, they don't match the flow of other mario games which makes them stand out as more fundamental designs like the very first "Super Mario". Now I'd say it's mostly about distances, verticality (the actual height you could travel), precision in order to 'hit' your target in most cases. Also depending on which version of the world you entered, there would be a presence of new objects that were advertised upon entry by a panning camera. It doesn't really add up the same way.
Also I'm not as familiar with these games so much because they take so long to finish.
Super Mario Galaxy... what's going on? This game explored mechanics to a nauseating degree, the levels were more modular so you could be fired out of star cannons to try your hand at the next problem. I'd like to think that they still followed the art discipline but it's really psychedelic because of the physics, camera movement, puzzles mechanics. It was pretty cool, but I can't tell if any of it made sense.
Back to the original point. Which was, the diversity and contrast, right.
Out of chronological order there's the spiritual remake of
New Super Mario Bros Wii. Well, they did alright to follow the traditional flow, but I think the colors should have popped more. Tiles were reused more often, these seem like pretty small sacrifices in order to extend the duration of the game. The verticality was reduced to about one screen high at all times to allow multiple players. It seems a lot like playing the very first super mario with something between Mario World and Mario Wii graphics.
1-1, 1-3, and 1-6 very similar.
http://www.mariowiki.com/World_1_%28New_Super_Mario_Bros._Wii%29Skipping up to the next thing I know of. Here we're back to something I like.
Super Mario 3D World. The first thing I noticed was how most of the maps could be described 2-dimensionally. Eventually I noticed it followed a similar flow to the rest of the 2D mario games in its art and level design, it even retained a verticality factor and a flagpole finish. The mechanics switching make it stand out, sort of like proof they learned tricks from Mario Galaxy, but it really feels more like it could be Super Mario World 2.
Sorry there aren't any obvious websites displaying whole 3D maps at once. Look up a youtube walkthrough. Every level was different.
At first I thought the shaders were over the top and the characters were too plastic shiny. It didn't hurt the fidelity. I guess it can't be helped. The art is really diverse between levels, just like the first Mario games.
I seem to have run out of material. I won't try comparing games that have Mario in them, just for the sake of Mario (I'm not writing a game theory here). This was all about the level design, and that changes drastically between genre.
Now I might look up other franchises and how they handled the art and level design.
There are many places discussing how the
actual mechanics flow in newer games, like this one I randomly found with a search
http://www.polygon.com/2015/3/16/8227391/mario-level-design-thoughtsOr older games like the Extra Credits episode about Super Mario, 1-1
A notable pitfall: It may be difficult to continue utilizing more than one newly introduced concept throughout an entire game. Example. The cape, I don't think most people will like the cape from Super Mario World. In some levels you can fly straight through but I always see people crash and lose it because they accidentally ran, or something silly.
That's all I've got, I'm going to see if I can apply anything I learned from this quick study. Hop, hop higher!
All games and characters mentioned belong to Nintendo. Many images are linked from mariouniverse.com property of their rightful owners.
What the heck did I do? This is so long.
Enjoy?