Yamamura is teaching Mary O. how to make better courses. She just finished his latest challenge: make a course that's satisfying to play. Let's see how she did!
This go-gettin' gal is fun and friendly. She also knows EVERYTHING about how to play Super Mario Maker! But when it comes to actually creating fun courses, well...
He's a pigeon. That much is clear. For reasons beyond our understanding, he's also a master of Mario course creation. He loves edamame and long walks in the park.
(Excellent! Let's take a look.)
You can play the course that Mary O. created, too!
(OK. Just like last time, I've added numbers to the parts that caught my attention. But first, tell me your thought process for this course.)
(I see! Go on.)
(I see you used a Super Star too. Very good. Now, let's discuss my notes.)
You can play Yamamura's version of this course, too!
Could it be my course was...
not too shabby?!
(I'm as surprised as you are. Your first course was so brutal, some people online were calling it an official Nintendo troll course. It's hard to believe you've improved so quickly.)
(There were two things I was hoping to teach you. The first was to engage the player with moments of tension, like when doing a tricky maneuver, or moments of elation, like when making a massive jump. You passed with flying colors! I didn't change much at all.)
(Having an obvious Super Star at the beginning makes it seem like being invincible is the "right way" to play the course. If the player misses it, they're going to feel like they're being forced to play the "wrong way." That's not a great feeling, so I felt it was best to remove it.)
(You're right—it's a nice feeling! That's why I hid that Super Star in a Hidden Block. That way, it doesn't seem like the "right way" to play, it's just a different way to play. It's good to look at ideas you've rejected and see if you can make them work in a different way. It helps you build courses with more depth.)
(Now for the second thing I was hoping to teach you. It's about the satisfaction of small victories. Achieving the smallest of things, like grabbing an item or reaching the next platform, gives players a certain satisfaction. This feeling complements moments of tension with moments of joy, giving your course subtle highs and lows to keep players on their toes. I added a moment like that at part A .)
(When the player leaps into the air to hit the block up above, that platform gives them a chance to relax. The player can land on that platform with a small hop, but if it were higher, it would be trickier. It's helpful to consider how your body moves when you exercise. Those moments of exerting yourself and then stretching out, or the unsteady feeling of standing on a precarious ledge...)
(Hmph, humans these days. Let's just change the subject...)
(Did you notice anything about the pit just before point 2 ?)
(Precisely. Now players can make it across using a normal jump rather than a dash jump. As for why, that's another lesson for another time.)
(All that talking made me hungry... *hint hint*)
(Thanks! Don't mind if I do!)
(Now, while the course... *munch munch* you made this time... *crunch munch* is fun to play...)
(As a whole, there's nothing all that interesting about it. It's a little dull... There's no anticipation or excitement... *munch munch*)
(Ehem, agree to disagree. Now, time for your next challenge. Make a course that's exciting or has a distinct theme!)
(This time, it's OK for the course to scroll up and down. But still try not to use too many different elements!)
(You could try placing elements in visually interesting shapes, or theme it around an enemy you really like. Set a goal and have at it!)