"What is a Super Mario level anyway?"An Argument For Non-Formalist LevelGeneration in Super Mario Bros

The video game series Super Mario Bros. has proven immensely popular in the field of artificial intelligence research within the last 10 years. Procedural content generation research in Super Mario continues to prove popular to this day. However much of this work is based largely on the notions of creating ‘Mario-like’ level designs, patterns or structures. In this paper, we argue for the need to diversify the generative systems used for level creation within the Super Mario domain through the introduction of more aesthetic-driven and ‘non-formalist’ approaches towards game design. We assess the need for a broader approach to automated design of Mario artefacts and gameplay structures within the context of Super Mario Maker: a Super Mario Bros. level creation tool. By assessing a number of top-ranked levels established within the player community, we recognise a populist movement for more radical level design that the AI community should seek to embrace.

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