Mario hides a second difficulty
13 min read
By Eduardo Orellana ·
Mario has to work for a first-time child and for someone who has played since 1985. The two difficulties share a level and do not share a route.
One level, two intended players
Mario has to survive a child holding a controller for the first time and a player who has been jumping since 1985. A menu that says easy and hard would solve it and would also announce that one of those people is not the real audience. Nintendo usually refuses the announcement.
The hidden version is a second route through the same level. A safe top path, a faster bottom path, a secret that only the fluent player will risk. Both players finish, and they did not play the same course. The trick fails when the safe path is so dull that the new player learns nothing, or so hidden that they never find it. Invisible difficulty is still difficulty design. It is just not allowed to humiliate either audience by naming them.
One series, two very different audiences
Mario has to work for a child holding a controller for the first time and for someone who has been playing since 1985. That split is the difficulty problem Nintendo keeps coming back to.
To much of the world Mario is a mascot, the friendly face of the whole medium. A game with him on the box is expected to be finishable by someone with no gaming background at all.
To everyone else he is a series with decades of technique behind it. Those players carry muscle memory for triple jumps, ground pounds, wall jumps, secret exits, and farming extra lives.
Easy, medium and hard does not answer that. Other genres can move a slider on health, damage, enemy counts or resource drops. A handmade platformer is built out of exact interactions between one jump and one enemy, and pulling those numbers breaks the craft rather than scaling it.
So Mario mostly lets the adjustment happen during play. The setting is dissolved into routes, rewards, assists, character choices, secrets, and optional goals.
Three stacked pipes, not three menu options
Picture three pipes stacked one above the other. That is the shape difficulty takes in a Mario game.
The middle pipe is the critical path: the start of a level to the flag, the opening scene to the last Bowser fight. It is tuned for an average player.
Below it sits a gentler pipe. When the game bites too hard, the player can take help, drop content, or route around the part that hurts.
Above it sits a harsher one. When the middle feels flat, more demanding material is waiting, built around skills the critical path never asks for.
The point is that the three are joined. Nothing is chosen once at the title screen. The player slides between pipes across the game, and sometimes twice inside a single level.
Optional prizes tempt players into risk
The upper pipe usually starts small, inside an ordinary level, as a prize that is only worth having if you are willing to gamble for it.
The first underground stage of Super Mario Bros. hides a 1-Up mushroom that pops out and slides along the ceiling. Ignoring it costs nothing. Chasing it means sprinting, threading past enemies, and committing to an awkward leap before it vanishes.
The series is full of that same shape: power-ups that run away from you, colored coins on a timer, the top notch of the flagpole.
None of it gates progress. Each one just asks whether you rate yourself highly enough to try.
Collectibles hide a harder level inside the easy one
Star coins turned the optional risk into a system: the normal route stays approachable while the collectible route is the expert version of the same level.
They arrived in New Super Mario Bros. on DS and stayed. Any level can be cleared the plain way, but sweeping up all three coins usually demands sharper movement, riskier positioning, or a technique the exit never needed.
The motif keeps changing costume: green stars and stamps in Super Mario 3D World, comet medals in Super Mario Galaxy 2, 10 flower coins in Super Mario Bros. Wonder, and other optional pickups besides.
A beginner never has to notice. An expert finds a second, meaner level folded inside the friendly one.
Extra conditions raise the bar for clearing a course
Some games leave the level alone and change the terms of finishing it, asking for mastery through bonus criteria instead of harder geometry.
Yoshi's Island is forgiving by design. Its health system lets you absorb a lot of mistakes and limp to the goal. The end-of-stage tally is not forgiving at all: it counts flowers, red coins, stars, and the health you still have. A full score wants something close to a clean run.
Super Mario Bros. Deluxe gives every level a par score, turning old arcade points into a concrete target. Super Mario Maker for 3DS adds medals with conditions attached, such as finishing while holding a particular power-up or beating a tight clock.
The critical path is untouched by any of it. These goals hover above it, waiting for players who want a sterner test.
The toughest levels sit past the credits
Mario also builds the upper pipe out of the shape of the whole game, parking its hardest content after the ending.
Super Mario Odyssey opens its final battle once you hold enough power moons. The story closes and the credits roll well before the difficulty curve reaches its peak.
Then the world refills with moons and far tougher post-game stages open. Anyone who wanted closure already has it. Anyone who wanted a real test now has one.
The series does this constantly. Super Mario Bros. has a harder second quest. Super Mario Galaxy pays full completion with another run as Luigi. Super Mario 3D World unlocks extra worlds and Champion's Road. The New Super Mario Bros. games keep bonus worlds behind the credits.
The cost is patience. An expert may have to grind through hours of comfortable content before reaching the part that was built for them.
Hidden routes open the hard stuff early
Some games fix that wait by letting strong players climb into difficult optional content long before the ending.
Super Mario World does it with secret exits that unlock branches of the map. Several lead to Star Road and its difficult bonus levels, and from there to the stranger Special Zone.
New Super Mario Bros. U unlocks a challenge mode piece by piece. Super Mario Bros. Wonder puts some of its harshest courses straight into the campaign, where experts can pick them up and beginners can walk past.
Push the idea far enough and you get an entire game for experts. The Japanese sequel to Super Mario Bros. assumed you had mastered the original and answered with brutal jump spacing, punishing enemy placement, poison mushrooms, wind physics, and warp zones that send you backward.
As expansion content the idea sits even better. New Super Luigi U is effectively an expert remix, all cramped layouts and short timers, aimed at players who already speak the language of the series.
Letting players pick levels softens the game
The lower pipe begins with something plain: let the player decide which levels they actually take on.
Super Mario 64 holds 120 stars and asks for 70. Beyond a handful of gates, you take the stars you feel good about and leave the difficult ones for later, or for never.
The 3D games kept that structure. Stars, shines and moons are almost never all required, so the player is constantly choosing which challenges to accept and which to abandon.
The 2D entries find their own versions. Warp zones jump past whole worlds. Map screens open ways around a level. Super Mario Maker 2's job list lets you pick courses by the difficulty shown on them.
Reshaping the level layout as an easy mode
Another way down is to change the level itself, so the layout gets friendlier rather than the player getting help.
Super Mario World has switch palaces. Hit a big colored switch and blocks appear across the whole world, bridging gaps and stocking useful power-ups. It is an easy mode written into the geometry.
The catch is that it only goes one way. Once the switch is pressed, the original version of the challenge is effectively gone.
Super Mario Bros. Wonder returns to the idea with more give: a badge that adds the extra blocks only while it is equipped. Take it off and the level snaps back to its real self.
Picking a character is picking a difficulty
Character select doubles as a difficulty menu in a lot of Mario games.
In the western Super Mario Bros. 2, Princess Toadstool is the forgiving pick, because her floating jump makes small platforms far less punishing. Peach fills the same role in Super Mario 3D World.
New Super Mario Bros. U Deluxe is blunter about it. Toadette moves more kindly, and Nabbit simply cannot be hurt by enemies.
Turning the difficulty down becomes a matter of choosing who to play as. Because the choice lives in the fiction rather than on a settings label, it never reads as an admission that you could not manage.
Help that shows up after repeated failure
When a player keeps dying in the same place, the game can step in and offer help directly.
New Super Mario Bros. Wii introduced the Super Guide for exactly that. After enough deaths an optional box appears; take it and Luigi plays the level through, skipping secrets and star coins. You can jump ahead on the strength of that, or treat it as a lesson and go again yourself.
Other entries hand over tools instead. Super Mario 3D Land offers an invincible tanooki suit after repeated deaths, then a level skip if the deaths keep coming. New Super Mario Bros. 2 does something similar, and Super Mario Maker 2's story mode lets you paint helpful items and blocks into a course.
Super Mario Odyssey's assist mode adds arrows pointing the way. None of these hand over the game. They defuse the one wall standing in front of you.
A second player as the safety net
The most flexible assist in Mario is another person in the room.
Super Mario Galaxy gives a second player a Wii Remote for gathering and firing star bits. Galaxy 2 widens that support by letting them attack enemies as well.
New Super Mario Bros. U found a sharper version on the Wii U GamePad, where someone else can drop temporary blocks into the stage while it runs.
Multiplayer also lets a strong player carry a weak one outright. Float in a bubble and wait while somebody clears the section that beat you.
The critical path stays intact through all of it. The game has simply grown a lower pipe for whoever needs one.
Why connected pipes beat a fixed setting
Read the three pipes as easy, normal and hard and Mario clearly has difficulty modes. They just do not behave like a menu.
A conventional setting asks you to pick a lane before you have played a minute of the game, then keeps you in that lane to the end.
Mario's pipes connect. Take the help when a level grinds you down, come back to the middle for the next one, then climb into the upper pipe chasing star coins or a bonus stage once your nerve returns.
Rather than asking the player to forecast their own skill in advance, the game keeps asking a smaller question — can I do this? — and leaves several honest ways to answer yes.
Help without erasing the achievement
Mario still treats difficulty as the point. Satisfaction comes from learning a skill and clearing a hurdle, not from lowering every hurdle until nothing pushes back, so assists are shaped to help without erasing what the player did.
That is why help is usually temporary. A guide or a power-up covers a single level and then it is gone, and the next level asks you to play it yourself.
Help also tends to carry a price. Riding the Cosmic Spirit in Super Mario Galaxy 2 pays out a bronze star instead of a proper power star. You move on, but the real reward is still sitting there, waiting for a clean completion.
Super Mario Bros. 2 closes World 9 to anyone who used a warp zone. Super Mario Run does not bank the purple coins you collect in the easier mode. Some games stop the stars on the file-select screen from shining once an assist has been taken.
The effect is that a stuck player gets moving again without the assist ever looking like the smart way through the game.
Offering help at the right moment
Timing decides whether an assist lands. Too early and it reads as pity, or as a temptation. Too late and the player has already put the controller down.
New Super Mario Bros. Wii spent real design attention on how many deaths should pass before the Super Guide box appears. The aim was to stay out of the way of a player who was still determined, and to show up as frustration was about to boil over.
That timing is a large part of what keeps the difficulty invisible. The lower pipe has to be there the moment it is wanted, without advertising itself to someone who still means to win unaided.
Expert rewards that do not undo the challenge
Paying for expert play with tools that soften the game pushes experts back down out of the pipe they just climbed.
Older Mario games did this often. All five dragon coins in Super Mario World pay out a 1-Up. Star coins in New Super Mario Bros. open toad houses stocked with extra lives and power-ups. You prove your skill and collect a safety net for it.
That is a negative feedback loop pointing the wrong way. The reward for climbing is a nudge back down.
Newer entries more often spend expert rewards on unlocking harder content. The prize for skill becomes another chance to use it, not a cushion that makes it unnecessary.
Players write their own hard mode
Designers do not have to author every hard mode, because players will build their own.
Give people a game that feels good to move around in and they invent speedruns, coinless runs, odd self-imposed categories, and rules nobody shipped.
Tracking is still worth doing. Achievements, medals, stars and completion marks give that invention something to push against and something to show afterward. But the hardest version of a Mario game is rarely the one with an official label on it.
Wonder assembles every technique at once
Super Mario Bros. Wonder is the clearest modern assembly of all three pipes in one game.
Its character select offers Nabbit and Yoshi, who cannot be hurt by enemies. They also cannot use the game's new power-ups, so the easier pick costs you something instead of being free.
Badges move difficulty in both directions. Some catch you before you fall into a pit, or start you with a mushroom. Others impose a handicap on purpose, such as invisibility or a jump you cannot stop making.
The map lets players route around trouble. A hub asks for a certain number of wonder seeds and then offers far more than that across levels, secret exits and shops, so stages can be skipped without stalling progress.
Harder courses sit in plain sight inside the campaign, and secret exits lead to a special world of the toughest levels in the game. The end-game level wants everything: every wonder seed, every 10 flower coin, every flagpole top.
At the other end, multiplayer and online standees turn other people into help, and dying enough can open a Coins Galore level that refills a struggling player's lives and shop money.
An experiment that is still running
None of this is finished. Wonder is the current state of a long-running experiment, not a solution that retires the question.
What holds the approach together is that the critical path is never compromised. Opt-in challenge and opt-in help are stacked around it, and the player is never sorted into a bracket and left there. They move between the easier, normal and harder versions of the game as they go.
That is the durable part. Beginners get to finish, experts get to chase mastery, and everyone sets their own ambition one decision at a time. Whether the same balance holds in a game you are making is not something you can reason out from the curve. Get the build running, hand it over, and watch which pipe the player takes.
Build it in Flockbay
In the Flockbay app, build one platforming room with a safe route and a faster route over the same gap. Play the safe route as if you were timid, and the fast route as if you were showing off. If either is the only reasonable choice, you have one difficulty and a decoration.
An AI platformer maker and a 2D platformer template should be told about both routes in the first sentence.
Keep reading
- 3D World teaches in four beats
- Mario levels teach by changing one tile
- Lives are a second checkpoint
- Hide the difficulty settings inside a level you make as a beginner
A difficulty menu is not the only place a challenge can be set. Routes, prizes, assists, character choices and optional goals let a player tune your game while they are still inside it.
More notes on game design