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Platformer theory!

 
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Joined: 05 Dec 2006

PostPosted: Fri Jan 26, 2007 12:17 pm        Reply with quote

tim rogers (in 'wow them in the end, and you've got a [videogame].' wrote:
To me, Super Mario Bros. is the way videogames should end. Miracle of miracles, Miyamoto got it right on his first real big ambitious try. Rather than end with a crash of something impressive, Super Mario Bros. winds down. Its winding-down begins with the staircase in world 8-1 -- normally, the end-of-level staircases are straightforward and complete; this one is missing many steps, perhaps warning the player that there be rough times ahead -- crescendos with 8-3's castle-backed landscape, climaxes with the player discovering a water stage within the final castle maze, and resolves with the princess thanking a hero who has just slain the dragon.
Quoted for no reason whatsoever, except to say that the "breaking of the end-of-level staircase" as a means of representing progression is a pretty nifty and subtle use of level design, at that.

Also, compare the staircases of 8-1 and 8-3. Functionally, they're identical. If a player falls between the four gaps of either staircase, they're gone. But still, the 8-3 staircase appears more perilous because of how little there is of it - it gives the impression of treading on air.
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