Posts Tagged platformer

Montezuma’s Revenge Bits

montezumas revenge header Montezumas Revenge Bits

Summary

Description: One of the first examples of a climbing game morphing into a single-screen platformer.

Conveniences: Enemies that kill the player are removed from the screen, often making a particularly difficult room easier to traverse.

Annoyances: The order in which the coloured keys are meant to be collected is very specific, creating some scenarios where it’s impossible for the player to proceed.

Standouts: An excellent sense of exploration and cohesion despite severe hardware limitations.

montezumas revenge 1 Montezumas Revenge Bits

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Super Mario Bros 3 Level Design Lessons, Part 3

smbasheader Super Mario Bros 3 Level Design Lessons, Part 3

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.

smb3piranhas Super Mario Bros 3 Level Design Lessons, Part 3

The unique piranha nodes lead to stages filled with venus fly traps and an end-level treasure.

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:

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Super Mario Bros 3 Level Design Lessons, Part 2

smbasheader Super Mario Bros 3 Level Design Lessons, Part 2

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.

Super Mario All Stars 3 chomp Super Mario Bros 3 Level Design Lessons, Part 2

The elegant introduction of new mechanics is still present throughout SMB 3. In this example, the first appearance of a Chain Chomp is marked by two columns that indicate its range and allow the player to safely observe its behaviour.

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.

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Super Mario Bros 3 Level Design Lessons, Part 1

smbasheader Super Mario Bros 3 Level Design Lessons, Part 1

I recently decided to play through the All-Stars version of SMB 3 without using any Warp Whistles.

smb3title Super Mario Bros 3 Level Design Lessons, Part 1

SMB 3's playful title screen has Mario & Luigi messing around with a bunch of enemies and powerups. The sequence is fun to watch, but it also serves as a great preview of numerous game mechanics.

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:

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The Elegance of Continuity

continuityheader The Elegance of Continuity

Every once in a while, I check out a batch of interesting-looking Flash games. Most of them lose their charm after a few minutes, but here and there an occasional gem crops up. Continuity is one of these gems.

The game’s gotten plenty of publicity so it doesn’t really need my attention, but I did want to talk a bit about its execution. Combining platforming with a tile sliding puzzle is a clever genre-mashup, but it’s Continuity’s overall package that grabbed my attention.

continuity1 The Elegance of Continuity

The first level contains only closed off tiles, with one tile cleverly serving as the controls layout, and the other taking the role of filler to keep the tile sliding mechanic consistent.

The visuals are sparse and abstract, but also very clean. Two music tracks accompany the action, one in the platforming section and one in the tile sliding section, and a quite a few sound effects are used for feedback. Level progression follows a nice, gradual curve, and every time a new concept is introduced (e.g., switching tiles in mid-jump or using multiple keys), the complexity of the layout is scaled back.

And then there’s the interface.

When I first saw screenshots of Continuity, I was half-dreading switching from keyboard controls to mouse controls every time I wanted to move one of the tiles. I pictured dragging the cursor to the appropriate square, clicking the mouse button (or worse yet, holding it and physically sliding the tile), watching the tile glide to its destination, moving the cursor back to the tile with my character, once again clicking the mouse button, and finally going back to the keyboard-controlled platforming.

continuity2 The Elegance of Continuity

The empty spot is in the center, and any of its 4 adjacent tiles can be slid into its position at the touch of a button.

But no, Continuity surprised me with yet another elegant design decision. The spacebar toggles between the platforming and the tile sliding, while the arrow keys control all movement. This includes the player avatar during the platforming sections, and the tile sliding during the puzzle sections.

The platforming is fairly straightforward with the left and right arrows dictating direction, and the up arrow serving as the jump button. Keys and doors are also picked up/activated automatically, removing the need for any extra input.

The tile puzzle uses the arrow keys as well, but in a slightly different fashion. At any one time, there are a maximum of 4 tiles that can slide into the single empty slot. If the player wants to fill the gap with a tile that’s underneath it, he simply presses up and the tile slides into its position. This creates a new empty gap, and the arrow keys get re-mapped to its adjacent tiles.

continuity3 The Elegance of Continuity

Some of the later levels employ rather complex tile-edges that make for numerous valid combinations.

It’s an interface that’s custom made for the requirements of the puzzle section, and it’s very intuitive. The player never has to select the tile he wants to manipulate either, which speeds things up quite considerably. This is especially important since Continuity’s gameplay requires lots of tile sliding.

I don’t think a lot of people take notice of such things, but that’s the way it should be; if it works well, it shouldn’t really stick out. It did for me, though, and it made me spend a lot more time with the game than I do with typical Flash offerings.

Then again Continuity has the polish and depth that many similar titles lack, so that shouldn’t be too surprising.

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