Posts Tagged level
- What Kratos Taught Me About Combat Encounters – Some very practical tips on combat from one of God of War’s designers.
- Hotel Dusk: Invisible Causality – I never had a name for it, but the term “Invisible Causality” seems fairly appropriate when describing one of the more infuriating aspects common to adventure games.
- Designing Better Levels Through Human Survival Instincts – Narrow, Intimate, and Prospect spaces, and how such concepts relate to level design.
- As Far As The Eye Can See – How optical illusions are employed in Skyrim to make the gameworld feel vast.
- The Secrets Of Enemy AI In Uncharted 2 – A comprehensive piece on Uncharted 2’s enemies and how their attributes and behaviours were designed and implemented.
- John Cleese on Creativity – YouTube video of John Cleese’s famous speech on fostering playfulness; quite relevant to videogame prototyping and development.
For my second SMB 3 post, I took a look at worlds 2 through 8 and picked out 30 stages that exemplified clever level design. World 8 is the last standard zone in the game, but I decided to write one more article detailing SMB 3’s hubs.
Hubs are an old videogame trope, but in SMB 3 they are much more involved than in previous incarnations.
Each hub in the game has its own visual theme and unique layout, e.g., World 7 is a scrolling archipelago, while World 8 comprises multiple skull-filled maps. These areas are not only littered with standard level nodes, but also contain unique stage-icons such as quicksand pits, tanks, and piranha plants. Offsetting these challenges are shops and sporadic minigames that provide bonus rewards.
All these elements — and plenty of additional ones — turn the overworlds into individual mini-levels that are also connected to the main gameplay stages. Here are 10 examples of how that’s done:
In my previous post, I took a look at the various level designs lessons gleaned from Super Mario Bros. 3’s first world. A lot of them naturally dealt with introductory tutorials, but I wanted to take a slightly different approach with this article.
SMB 3 is filled with great levels, so I decided to pick out a bunch of clever, fun or simply unique moments from the game that originated with its architecture. I skipped over a lot of possible examples trying to keep the list down to 30, but I think I came up with a good collection that complements the original post.
I recently decided to play through the All-Stars version of SMB 3 without using any Warp Whistles.
I suspect that the majority of people who replay the game are familiar with the secret and use it to skip to the last world. This also means zooming past a plethora of well designed levels. It’s been my habit as well, but this time I resolved to experience SMB 3 in its entirety.
A lot of small, geometric stages later, here’s an overview of what I found to be the most notable points in the first world: