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Platformer theory!

 
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Max Cola



Joined: 15 Dec 2006
Location: a shotgun shack

PostPosted: Sat Jan 27, 2007 6:09 am        Reply with quote

Though I am no game designing virtuoso or awesome hacker, I do think long and hard about what makes platformers good. I think variety has a lot to do with it. Super Mario Bros. 3 is a great example - it uses lots of dfferent ideas. Sometimes it even uses little one-off things, like the Kuribo's Shoe level - something you see and do once and never again.

And could level 8-1 one of SMB be any fucking longer? I ran out of time more often there than in any other level - even the maze castles. Meanwhile, 8-3 is far shorter and contains little platforming, but lots of enemies. It's the final battlefield before you enter the last castle. That's a cool idea and a good example of good level design.
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