Although the level generator itself is fully automated, it can take input from a human designer to restrict the kinds of levels that it will produce. The designer is provided a set of style “knobs”; these knobs dictate a general path through the level, the kinds of rhythms that can be generated, the types and frequencies of geometry components, and how collectible items (coins) are interspersed throughout the level. Adjusting these style parameters can drastically alter the generated levels.