For the past 30 years, if you wanted a masterclass in video-game level-and-objective design you needn't look any further than a Mario title from Nintendo. That didn't change any with 2013's stellar Super Mario 3D World or last year's spin-off Captain Toad Treasure Tracker, either. As Pocket Gamer's Mark Brown dissects in the video below, the ingenuity lies in how the former communicates wrinkles and tasks to the player -- not with a series of terrible tutorials, but gameplay. This is something the game's director Koichi Hayashida draws from four-panel Japanese manga. The structure's called kishoutenketsu, and it comes directly from Mario creator Shigeru Miyamoto's time spent drawing comics; it's always been influential in how the company has approached game design.