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zakruti.com » Humor, fun and entertainment » Polygon
Shovel Knight Level Designer Plays Mario Maker --Devs Make Mario

Shovel Knight Level Designer Plays Mario Maker --Devs Make Mario

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Rating: 4.0; Vote: 1
This week, Yacht Club Games level designer Michael Herbster, the man responsible for much of Shovel Knight's level design, builds us a stage in Super Mario Maker. Course ID: 768A-0000-00D4-D0D6 Music: N--T - Empyrean
Date: 2023-12-10

Comments and reviews: 30


That looks. like a good level, actually. Nice, fun, well paced with rising buildup and rising tension, and it feels like a genuine Mario level. I mean, it uses objects that naturall occur in Airship levels in Mario 3, and the autoscroll together with the objects gives it nice theming and elements of urgency.
Level tells a story, sure, a simple one - Mario crossing from one cliff to another using Bowser's airship fleet - sure, not super complicated, but since when do Mario levels have to be complicated narratively? If someone transplanted this level directly into Mario 3 I don't think anyone would've noticed.

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I think the idea was a solid one, and the execution was mainly good. but providing you with a mushroom, right before the gauntlet of cannonballs, seems like a tremendous error to me. That section is, essentially, the finale, once you are past it you are pretty much done. However, due to Mario's generous invincibility after being hit, that mushroom essentially guarantees that you will complete that section. It undermines the last hurdle completely. In general, the mushrooms were too plentiful, but this last one is pretty egregious.
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I usually run away from indie wanne be retro platformers because I think most of them miss the point of what those old games were really about, but this video sold me Shovel Knight. Plus I can respect Herbster not only for his skills as a designer, but also for being smart enough to realize who his target audience is, what do they want and how to take advantage of this opportunity to advertise himself.
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I completely agree with him, almost everyone HATES water levels. Although the Treasure Knight battle was somewhat easy and really fun, with the great songs A Thousand Leagues Below and The Bounty Hunter playing in the Iron Whale level, the level has many parts that were a very, VERY obnoxious challenge. Nevertheless, it was a very well-made and difficult level.
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Interesting to see his thought process on why he made an auto scroll level, that he wanted a wall like in SMB1. Personally I can't stand auto scroll in 95% of cases, it completely prevents the player from setting their own pace for way too long, there is nothing more frustrating than dying during a slow moving auto scroll level IMHO.
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I get that not everyone likes an excessively challenging level, but there's no sense of accomplishment in something so easy you could do it in your first try. I feel that a good level should have some trial and error. I guess the canon section is moderately difficult but the level as a whole just seems sort of -meh- to me.
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It's kind of unfair having one of shovel knights designers and putting him with people who made visual novels, rythym games and multiplayer competitive games because him (and the other platformer developers) are inevitably going to be the only people who can properly talk about level design
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(insert joke about how Michael resembles Mario and it's Mario making Mario)
Great Video Nick, Michael is one of the great 2D level designers at the moment and this series hasn't had a bad entry so far. keep them coming.

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I remember coming to a remake of the airship from shovel knight on the 100 mario challenge
it was really good but really long so it was really hard to complete
hopefully that guy will reuload with checkpoints

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This is 100% legit Mario seal of approval, the airship level from the original Mario 3 being one of best Mario levels of all. He placed too many mushrooms though. One near the start would make the level tighter.
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These sorts of talks always make me think about how the first thing to do when designing a level is to decide which level design rules you intend to break. And a lot of times, designers never break them.
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Pretty legit stage, befitting of a solid level designer!
If there's anyone else I'd want to see design a level for this series, it's probably Bryan Lee O'Malley, creator of -Scott Pilgrim. -

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I appreciate how much genuine design input he gave. Lots of player psychology to consider, like fires exciting players for the end and coins acting as arrows to follow. Absolutely love this.
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oh wow, that was great, definitely my favorite so far. really well made, fair but not too easy, and as +Nick Robinson said, feels like it could exist in a proper Mario game. awesome!
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I think my favorite thing about this level is how it feels like it could totally exist in a real Mario game. That's not something you get very often from Mario Maker stages!
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1) I haven't gotten around to playing any of these Devs Make Mario levels, but I will!
2) It's the best segment idea. Keep it up!
3) Shovel Knight is terrific. :D

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If only custom music was a thing, because I always love listening to the Flying Machine theme during autoscroll airship stages. If only strong wind was a thing here.
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me: wow shovel knight and mario maker in one video? this is awesome
me after getting to the credits and seeing who the producer was: oh nevermind

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It's refreshing to see a Mario Maker level that employs genuine good level design instead of just being difficult for the sake of being difficult.
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I'll have to say: this kind of advertisement for mario maker is pretty sick. I love see developers talking about how they think about making a level
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Is nobody going to comment on how he kept saying it was _Super Mario Bros. 3_ even though it was displaying _Super Mario World_ (at the time?
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Probably my least favorite part of Shovel Knight was the water level auto scroll, the fire level one was fun I thought tho
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Fave one of this series so far. Really liked his commentary, reminds me how wonderful the level design in Shovel Knight was
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-It-s hard to make a good water level. -
I mean, damn dude, you did it though. I-d be proud of myself. I-m proud of YOU!

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Yeah, a nice, simple, fun looking level, that actually looks like it could be in a real Mario platformer for the most part.
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This guy is awesome, his level is awesome, his understanding of player psych is awesome, and his jorts are awesome.
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I can't be the only one who doesn't think he looks like Mario at all. The only thing they have in common is the moustache.
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Favorite thing about these videos is the music.
Ps. Shout out to my shitty keyboard taking 3 mins to type this.

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It really resembles shovel knight's level design, as expected. It's one of the best mario maker levels ever made.
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Honestly, these one is good enough to be on SMB3 or SMW. You can see it's been designed by a Shovel Knight dev.
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