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That said, Tezuka said he thinks that Super Mario Maker players will learn valuable level design skills by copying existing levels and trying to edit them and improve upon them.
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"The role of Super Mario Maker isn't trying to recreate a course or compete against something that you would purchase created by a professional level designer," Tezuka said, "It's trying to do what you haven't seen in a game and make it your own, to have fun." "People try to have a tendency to cram every cool feature into one," Tezuka said, explaining that the sample levels playable at E3 were primarily made not by professional level designers, but artists, programmers and members of Nintendo's Treehouse team. That level also stood out to Tezuka, he said, after I'd mentioned it. It was a rush, but it was also very simple, and, per Tezuka's advice, used only a few elements from Super Mario Maker's rich level editor. But along the way, Mario bounced on Boos, music note blocks and one very important P-block, turning a row of coins into a walkable platform. One that stood out was named "Not Scary if You Keep Running." True to its name, all one had to do to complete the level was hold right on the D-pad and run. When I played Super Mario Maker on a Wii U at Nintendo's E3 booth this week, a variety of internally-developed levels were available. "To me, the real trick is limiting course objects. That's something you need to be careful of. "If you build too many elements into every course, they start to feel the same. "In Mario games, each one has 60 to 80 courses, and each course needs to have its own unique defining element," Tezuka said in an interview with Polygon. That's the advice Nintendo's Takashi Tezuka, who's worked on dozens of Super Mario games since 1985's Super Mario Bros., offered when I asked him what makes a good Mario level.