John Bros.
Goomba
- Pronouns
- He/him
Super Mario Summit — 3D Mario Game Concept
Hi everyone,
I'd like to share a personal idea I had: a new 3D Mario game based on the theme of mountains.
With the help of an AI, I was able to refine this idea and turn it into a game design pitch.
The concept itself is mine, but the structure and wording here are the result of this collaboration.
Here's the concept:
Core Concept
Super Mario Summit is a 3D Mario game where each world is a giant mountain to climb.
Players progress in a spiral path upwards, alternating between intense platforming challenges and calm resting spots (villages, cabins, viewpoints).
The goal is to reach the summit of each mountain and reactivate the flagpole at the top.
The game mixes the joy of climbing (new landscapes, bigger views) with the tension of falling (torrents, avalanches, rockfalls, strong winds, etc.).
World and Structure
Progression
Gameplay
Climbing Structure
Checkpoints and Shortcuts
Natural Hazards
Player Experience
Atmosphere
Why it's new for Mario
That's my idea for Super Mario Summit.
I believe I was influenced by some levels of Super Mario 64, where the first star was at the top of a small mountain. I'd love to hear your thoughts — would you like to play a Mario game like this?
Hi everyone,
I'd like to share a personal idea I had: a new 3D Mario game based on the theme of mountains.
With the help of an AI, I was able to refine this idea and turn it into a game design pitch.
The concept itself is mine, but the structure and wording here are the result of this collaboration.
Here's the concept:
Core Concept
Super Mario Summit is a 3D Mario game where each world is a giant mountain to climb.
Players progress in a spiral path upwards, alternating between intense platforming challenges and calm resting spots (villages, cabins, viewpoints).
The goal is to reach the summit of each mountain and reactivate the flagpole at the top.
The game mixes the joy of climbing (new landscapes, bigger views) with the tension of falling (torrents, avalanches, rockfalls, strong winds, etc.).
World and Structure
- The central hub: a vast desert-like plain where several mountains rise. You can see them all from the start, each one inviting you to climb.
- The mountain-worlds: each one has a unique theme and atmosphere:
- Ice Mountain (Alps style, cliffs, blizzards, avalanches)
- Volcano Mountain (lava flows, unstable rocks)
- Forest Mountain (roots, vines, shady woods)
- Urban Mountain (stairs, ramps, scaffolding)
- Green Hill Mountain (smooth slopes, streams, tall grass)
- Tech Mountain (metal, lasers, moving platforms)
- Rocky Mountain (caves, falling rocks, echoing silence)
Progression
- Climb each mountain to its summit.
- Activate the flagpole at the top to restore its energy.
- Each flagpole lights up the central hub, unlocking the final mountain.
Gameplay
Climbing Structure
- Linear paths: mountain trails full of platforms, enemies, and traps.
- Spiral design: always going up, circling the mountain.
- Rhythm of effort and pause:
- Platforming challenges.
- Resting phases: villages, cabins, viewpoints.
- These serve as checkpoints and moments of breathing.
Checkpoints and Shortcuts
- Refuges (cabins, safe areas) where you respawn after falling.
- Activatable shortcuts (ladders, geysers, ziplines…) to help regain progress faster.
Natural Hazards
- Strong torrents that sweep Mario back down.
- Avalanches rushing down the slopes.
- Rockfalls with boulders rolling down.
- Gusts of wind making jumps harder.
- Fragile ground and collapsing ledges.
- Weather effects (snow, rain, fog) reducing visibility.
Player Experience
- Sense of scale: each mountain feels monumental, visible from afar.
- Joy of ascent: every step gives a wider view and a sense of reward.
- Dramatic tension: falling really matters, as you lose altitude.
- Balanced rhythm: challenge alternates with calm exploration.
- Variety of themes: each mountain feels like a different universe.
Atmosphere
- Evolving music: the soundtrack grows in intensity as you climb.
- Immersive sound design: wind, rushing water, cracking ice, village life.
- Classic Mario colors, but with a new monumental feeling — the mountain becomes a character itself.
Why it's new for Mario
- A 3D Mario entirely focused on vertical climbing.
- A mix of linear, challenging platforming and calm, contemplative exploration.
- The flagpole at the summit becomes a true symbol of accomplishment.
That's my idea for Super Mario Summit.
I believe I was influenced by some levels of Super Mario 64, where the first star was at the top of a small mountain. I'd love to hear your thoughts — would you like to play a Mario game like this?