Modern level design often follows structured patterns to introduce and develop mechanics in a way that feels natural and engaging. One of the most influential frameworks is the Japanese narrative model of _kishōtenketsu_, adapted to games most famously by Nintendo designers like Koichi Hayashida, who created levels for The Mario Galaxy and 3d World Series ([The Structure of Fun: Learning from Super Mario 3D Land's Director](https://www.gamedeveloper.com/design/the-structure-of-fun-learning-from-i-super-mario-3d-land-i-s-director)). This model is most often used in four-line Chinese poems and four-panel Japanese comics. It allows for a **satisfying narrative arc of introduction, development, twist, and conclusion** within each self-contained level. Unlike Western structures, Kishōtenketsu doesn’t rely on conflict resolution. Instead, it emphasizes progression, transformation, and curiosity-driven discovery. **Kishōtenketsu Narrative Structure** 1. **KI (Introduction):** Introduces characters, setting, or mechanics. 2. **SHŌ (Development):** Expands on the initial setup, adding depth. 3. **TEN (Twist):** Introduces something unexpected that shifts perspective. 4. **KETSU (Conclusion):** Brings resolution and closure. It is primarily a narrative technique rather than a Level Design one. When applied to a game, the player starts a journey, there is a progression of skill, a development of mastery, escalating instances of obstacles, enemies, and problems posed to a player. Here is a quick example from a Mega Man Game ![[1745479531355.gif]] ![[1745479531186.gif]] 1. **The intro and first development beat are typically back to back.** 1. Rarely would you space out an intro and an initial development, unless it’s a larger, special gimmick (for example, the giant flowers in DKCR 1-1) ![[1745479529838.gif]] ![[1745479529544.gif]] You can also see it other Nintendo games (for example, in recent Donkey Kong Country entries), as well as in non-Nintendo games , examples include - *Rayman Legends* and *Mega Man*, **Hazelight’s** games like _It Takes Two_ and *Split Fiction*. - *Sonic Adventure 2* applies **kishōtenketsu** more directly as **storytelling arcs woven into gameplay flow** ([How Sonic Adventure 2 and Nights: Into Dreams tells Kishōtenketsu Storytelling through Game Design. – Cinema Anime](https://eng345anime.wordpress.com/2024/09/28/how-sonic-adventure-2-and-nights-into-dreams-tells-kishotenketsu-storytelling-through-game-design/) ). This design structure enables Nintendo to **cram many mechanics into a game without making it feel bloated, incomprehensible, or requiring extensive tutorials**. It ensures that each mechanic is successfully taught, developed, twisted, and then effectively "thrown away" within approximately five minutes. We will take a look at this design in Scripture, and I will pair it with the a level from Super Mario 3D world ## Ki (The Setup) We will look at The Temple In The Bible, and we will look at the level "Cakewalk Flip" in Mario 3D World Core Mechanic **Bible:** God creates Eden as the first holy place, where His presence dwells with humanity through Adam’s priestly role. **Mario 3D World:** Red/Blue “flip-swap” panels toggle with **every jump**. Your jump is both movement and a switch. - Eden is the original “holy place.” God _dwells_ with Adam and Eve, walking in the garden (Genesis 3:8). - Adam is given a _priestly role_: “to work and keep” (Genesis 2:15). The Hebrew verbs here are **ʿābad** (“to work/serve”) and **šāmar** (“to keep/guard”), the same pair later used of Levites “serving and guarding” the sanctuary (Numbers 3:7–8; Numbers 8:26). - Adam is both _guardian of sacred space_ (Genesis 2:15; Genesis 3:24) and _representative of creation before God_ (Genesis 1:26; Genesis 2:19–20; Psalm 8:4–8; Romans 5:12, 18–19; 1 Corinthians 15:22, 45). - When Adam sins, he fails as priest. The garden-temple is closed, guarded by cherubim (Genesis 3:24), and humanity loses both God’s _dwelling presence_ and its true _mediator_. In the beginning, Eden itself was the first holy place. God dwelled with Adam and Eve, walking with them in the garden (Genesis 3:8). Genesis 2:15 says Adam’s role in the garden was “to work it and keep it.” The Hebrew verbs here are **ʿābad** (“to work/serve”) and **šāmar** (“to keep/guard”). This pair is later used in priestly contexts. For example: - **Numbers 3:7–8**: The Levites are “to keep guard (_šāmar_) over him and over the whole congregation before the tent of meeting, as they minister (_ʿābad_) at the tabernacle.” - **Numbers 8:26**: The Levites “minister (_ʿābad_) to their brothers in the tent of meeting, to keep guard (_šāmar_).” This shows Adam’s task was priestly in nature—serving and guarding the sacred space of Eden as Levites later would the tabernacle. After Adam’s failure, **Genesis 3:24** shows that cherubim are stationed “to guard (_šāmar_) the way to the tree of life,” taking over this one function in Adam’s place. As the image of God, Adam was also the representative of creation before God (Genesis 1:26; Romans 5:12, 18–19; 1 Corinthians 15:22, 45). He exercises this representative authority by ordering creation, naming the animals (Genesis 2:19–20), Psalm 8:4–8’ would reference this vision of humanity crowned with glory and honor. Yet when Adam sinned, he failed as priest and was cast out. The garden-temple was closed, guarded by cherubim (Genesis 3:24), and humanity lost both God’s dwelling presence and its true mediator. ### CakeWalk Flip - Introduction 1. **Introduction**: The level begins by introducing the core concept of **Flipping panels (red ↔ blue) that alternate when the player jumps**. In this initial phase, the panels are placed over a lower, safe level. This means if you misjudge a jump or fall, you don't lose a life, allowing you to learn the mechanic in a **safe and controlled environment**. Early tiles sometimes host Piranha Plants to force deliberate jumping even before pits appear. The player discovers “jump = flip” through safe, short runs and enemy prompts. 👉 **Guiding Question:** Why do you think God built both a _dwelling place_ and a _mediator role_ into creation from the very beginning? --- ### **Shō (OT Development – Building the Pattern)** Core Mechanic Bible: God restores His presence through the tabernacle and temple, appointing priests to mediate holiness for His people. Mario 3D World: A new slope/wall made of alternating panels have players jump to reveal the next foothold, land, then jump again. They have to master timing and planning their route ahead of time. - **Tabernacle**: God restores His dwelling in Israel’s midst (Exodus 25:8; Exodus 29:45–46). The tent recalls Eden with its garden imagery. God told David He would dwell in the city chosen for His name (2 Samuel 7:12–16; 1 Chronicles 17:11–14). - **Priesthood**: Levites are set apart to mediate God’s holiness to the people (Numbers 3:7–8; Deuteronomy 10:8). Sacrifices restore relationship when sin breaks it (Leviticus 9:7, 22–24; Leviticus 16:15–17). - **Solomon’s Temple**: God’s presence is realized in Solomon’s Temple (1 Kings 6:1–38; 1 Kings 8:1–30). The glory of the LORD fills the temple (1 Kings 8:10–11). Is the setup of the garden restored? - **Jewish legend**: The chief cornerstone of Solomon’s Temple was initially rejected at the quarry but later recovered and laid in place, symbolizing God’s wisdom and sovereignty in choosing what seems weak or unexpected (1 Kings 5:17; 2 Chronicles 7:1–5). - Using imagery of a cornerstone, God says it is the rejected cornerstone (Psalm 118:22–23). - **Yet the system has constant failure**: - Priests sin: Nadab and Abihu offer unauthorized fire and are consumed (Leviticus 10:1–2); Eli’s sons corrupt the priesthood (1 Samuel 2:12–17, 22–25). During Josiah’s reform, priests neglect duties and promote idolatry (2 Kings 23:4–20). - Solomon himself allowed high places and foreign worshipers (1 Kings 11:1–13). - **Sun and idolatry in the Temple**: After Solomon, many kings failed to remove idolatry, and some actively encouraged it, including burning incense to the sun and other pagan gods within or near the temple (2 Kings 17:7–18; 2 Kings 16:3–4; 2 Chronicles 28:2–4; Ezekiel 8:14–16). - God’s presence departs from the Temple due to corruption and idolatry (Ezekiel 8:6–18; Ezekiel 10:18–19; Ezekiel 11:22–23). - **Prophets look forward**: They anticipate a new dwelling of God among His people (Ezekiel 37:26–28; Ezekiel 43:1–5; Zechariah 2:10–11; Isaiah 7:14; Isaiah 12:6). They also point to a perfect priest-king who will combine both offices faithfully (1 Samuel 2:35; Psalm 110:4; Jeremiah 33:17–18; Zechariah 6:13; Malachi 3:1–3). This is the promised messianic stone (Isaiah 28:16; Zechariah 3:8–10). After the fall, God began restoring His presence among His people through the **tabernacle**. He commanded Israel, “Let them make me a sanctuary, that I may dwell in their midst” (Exodus 25:8; cf. Exodus 29:45–46). The design of this tent deliberately recalls Eden: cherubim woven into the veil (Exodus 26:31), the golden lampstand shaped like a flourishing tree (Exodus 25:31–40), and the use of gold and precious stones reminiscent of Eden’s abundance (Exodus 25:11; Genesis 2:12). Eventually, God promised that His dwelling would not remain in a tent but would be established in a **city chosen for His name**, finding its grand fulfillment in **Solomon’s Temple** (2 Samuel 7:12–16; 1 Chronicles 17:11–14; 1 Kings 6:1–38; 1 Kings 8:1–30). The glory of the LORD filled the temple (1 Kings 8:10–11), making it the focal point of Israelite worship. A **Jewish legend** preserves that the chief cornerstone of Solomon’s Temple was initially rejected at the quarry but later recovered and laid in place, symbolizing God’s wisdom in choosing what appears weak or unexpected (1 Kings 5:17; 2 Chronicles 7:1–5). To guard and serve this sacred space, God appointed the **priesthood**. The Levites were set apart “to keep guard (šāmar) over him and over the whole congregation before the tent of meeting, as they minister (ʿābad) at the tabernacle” (Numbers 3:7–8; cf. Deuteronomy 10:8). Through their service, they mediated God’s holiness to the people. Sacrifices were provided so that when sin broke the relationship, fellowship with God could be restored (Leviticus 9:7, 22–24; Leviticus 16:15–17). Yet despite this gracious system, **failure was constant**. Priests themselves often sinned: Nadab and Abihu offered unauthorized fire and were struck down (Leviticus 10:1–2), and Eli’s sons brought corruption and immorality into the sanctuary (1 Samuel 2:12–17, 22–25). In this context, the **cornerstone imagery** speaks powerfully: “The stone that the builders rejected has become the cornerstone” (Psalm 118:22–23). Israel’s leaders repeatedly failed to serve as the foundation for God’s people. Even more devastating, the people’s idolatry and unfaithfulness eventually caused the very presence of God to depart from the Temple (Ezekiel 8:6–18; Ezekiel 10:18–19; Ezekiel 11:22–23). In response, the **prophets looked forward** to something greater. They proclaimed that one day God’s dwelling would return in fullness (Ezekiel 37:26–28; Ezekiel 43:1–5; Zechariah 2:10–11; Isaiah 7:14; Isaiah 12:6). They also promised that a faithful priest-king would arise, combining both offices in perfection — “a faithful priest, who shall do according to what is in my heart and in my mind” (1 Samuel 2:35; cf. Psalm 110:4; Jeremiah 33:17–18; Zechariah 6:13; Malachi 3:1–3). This promised Messiah would be the ultimate **cornerstone**, chosen by God to unite His people and dwell among them perfectly. 👉 **Guiding Question:** Why couldn’t Israel’s temple or priesthood ever fully succeed in keeping God’s presence with His people? ### CakeWalk Flip - Development After the basic idea is clear, the panels are stacked vertically, requiring careful timing to climb upward. The level then introduces chains of panels, where one mistimed jump can remove your landing spot. This gentle escalation teaches players to think ahead, pace their jumps, and plan routes rather than reacting in the moment. --- ### **Ten (The Twist – Jesus Redefines Both)** Core Mechanic Bible:In Christ, the true temple and perfect priest, God’s dwelling and mediation converge in one person. Mario 3D World: **Skull-Rollers** (enemies that emit shockwaves) are introduced. Now **every jump flips the world _and_ risks a hit**, so the player must sync flips with hazard cycles. - **The Temple:** He claims to be the promised cornerstone of the new temple (Matthew 21:42; 1 Peter 2:4–8), even declaring that His body is the true temple (John 2:19–21). - **The Priest:** Jesus is the Great High Priest (Hebrews 4:14), fully able to sympathize with our weaknesses (Hebrews 2:17–18). Unlike the Levites, He doesn’t offer animal sacrifices; He offers _Himself_ once for all (Hebrews 7:27; Hebrews 9:11–12, 24–26; Hebrews 10:10–14). **The Two Streams Merge:** - He is _both_ the dwelling place of God’s presence _and_ the mediator who gives access (Colossians 1:19; John 14:6–7; 1 Timothy 2:5). - At His death, the temple curtain is torn (Matthew 27:51; Mark 15:38; Luke 23:45), permanently removing the barrier between God and humanity and giving all who believe direct access (Hebrews 10:19–22). This expectation found its surprise fulfillment in Jesus Christ. He declared that His own body was the true temple, the dwelling place of God on earth (John 2:19–21). No longer is God’s presence confined to a building, for through Jesus, God dwells among His people in a living way (John 1:14; 1 Corinthians 3:16; 2 Corinthians 6:16). This imagery is reinforced through Christ claiming to be the cornerstone the builders rejected (Psalm 118:22; Matthew 21:42; 1 Peter 2:4–8). At the same time, Jesus fulfills the priestly role as the Great High Priest (Hebrews 4:14), fully able to sympathize with our weaknesses (Hebrews 2:17–18). Unlike the Levites, who repeatedly offered animal sacrifices, He offers Himself once for all (Hebrews 7:27; Hebrews 9:11–12, 24–26; Hebrews 10:10–14), providing permanent access to God. In Jesus, the two streams of God’s design—dwelling and mediation—merge. He is both the living temple where God’s presence resides (Colossians 1:19; John 14:6–7) and the mediator who grants humanity direct access to the Father (1 Timothy 2:5). At His death, the temple curtain is torn from top to bottom (Matthew 27:51; Mark 15:38; Luke 23:45), symbolizing the permanent removal of the barrier between God and humanity. Through Christ, God restores the relationship that was broken in Eden, granting all who believe direct access to His life-giving presence (Hebrews 10:19–22). 👉 **Guiding Question:** How does Jesus being both **temple** and **priest** flip the way we think about worship and access to God? ### CakeWalk Flip - Twist - A new enemy hazard is layered in: **Skull-Rollers** (enemies that emit shockwaves). Now each jump does two things at once: it flips the panels and risks exposure to the enemy’s attack. The player must now juggle multiple systems at once: where the platforms are, when the Skull-Roller attacks, and how their jumps control both. The mechanic evolves from “press jump to move” into a **multi-variable puzzle** (platform state + timing + hazard). --- ### **Ketsu (NT & Our Challenge – Living it Out)** Core Mechanic Bible: Believers, united to Christ, become God’s temple and priesthood, carrying His presence and mission into the world. Mario 3D World: The level’s final climb combines panels and hazards into one culminating challenge, testing everything the player has learned. - **The Church as Temple:** Believers are God’s temple because we are **in Christ**, and His Spirit dwells within us (1 Corinthians 3:16; Ephesians 2:21–22). Our union with Christ—the cornerstone—makes us His dwelling place. - **The Church as Priesthood:** Believers are a “royal priesthood, a holy nation” (1 Peter 2:9), called to offer spiritual sacrifices such as praise, service, witness, and intercession. Peter also calls believers “living stones, being built up as a spiritual house, to be a holy priesthood” (1 Peter 2:4–5), showing how Christ as the cornerstone unites and sustains the structure. - **The End Goal:** Revelation shows the final reality: “I saw no temple in the city, for its temple is the Lord God the Almighty and the Lamb” (Revelation 21:22). God’s presence fills everything, and His people reign as priests forever (Revelation 22:3–5). Being **in Christ**, we are living stones built into the temple; our lives are sacred space. Wherever we go, we carry God’s presence and mediate His truth and mercy to others. Paul writes that believers are God’s temple, indwelt by the Spirit (1 Corinthians 3:16; Ephesians 2:21–22). Peter declares that we are a royal priesthood (1 Peter 2:9), with each believer a living stone (1 Peter 2:4–5), and Christ Himself the cornerstone (Psalm 118:22; Matthew 21:42; 1 Peter 2:4–8). The final vision in Revelation completes the picture: John sees no temple in the New Jerusalem, “for its temple is the Lord God the Almighty and the Lamb” (Revelation 21:22). God’s presence will fill all things, and His people will reign as priests forever (Revelation 22:3–5). Until that day, we are called to live as sacred space in the world. Wherever we go, we carry God’s presence as His temple, and we extend His mercy as His priests. 👉 **Final Challenge:** In your daily life, do people encounter you as a “temple” (God’s presence) and as a “priest” (a mediator of His love)? What would it look like to consciously live in both roles this week? This combined version flows like a **single storyline**: - Ki = Eden shows the blueprint (dwelling + mediation). - Shō = Israel re-enacts it in tabernacle + priesthood, but imperfectly. - Ten = Jesus unites both in Himself (surprising twist). - Ketsu = The church and eternity embody the final reality ### CakeWalk Flip - Climactic Resolution In the final climb, all the mechanics combine: vertical stacks, chained flips, and Skull-Roller interference. The design funnels the player upward through a focused gauntlet, demanding precision and confidence with the jump mechanic. By the time the flagpole is reached, the player has mastered the system in full,.