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Villasuper8

02/14/2017 5:32 PM ·Spoilers

Open Closed

Level Analysis!

I am going to go through at least the first world with a mindful view! I will try to go through and dig out the design choices in the first world's levels. I will comment below on what I notice.

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  • Right off the bat this level like the first game places a goomba at the start. This forces the player to learn how to jump and shows that goombas are a hazard to Mario. Also again the edge of the screen sets it up for the player to learn to go right which you do the entire game.

    Yeahs3
    Played
  • This area seems to teach the player that holding A makes mario jump further. The ? blocks look pretty suspicious to a new player and they would want to examine it. Tapping A wouldn't do the job so the player would be forced to hold A longer. Plus te pipe to the right is too high to cross without doing a higher jump.

    Yeahs3
    Played
  • This piranha plant is also put in an interesting place too. Almost any way it throws its fireball it won't hit Mario. Touching the fireball out of your own curiosity will hurt Mario. So you learn those red balls hurt Mario. Also I wonder if Nintendo assumed players already knew about Mushrooms being good for you because there seems to be no design for forcing you into the mushroom

    Yeahs3
    Played
  • After realizing the friendly design of items would attract players and I have 130 seconds left we notice our first Koopa! Jumping on it like the goomba instead yeilds a shell. And interacting with it in any direction kicks it. And if it hits the block it hits it as if a Mario hit it from underneath, showing how shells interact with items.

    Yeahs3
    Played
  • We find 3 things here. A runway for more advanced players, a new enemy goombs, and a pit. This goomba since it follows Mario will do a better job on getting under a players jump and teaching us to jump on these baddies. This pit well let me see...

    Yeahs3
    Played
  • Ok the jump is another hold A longer test but this next part is showing how all green koopas work. The jumping ones are very easily avoidable and the grounded one to the right will fall into pit showing how they work too

    Yeahs3
    Played
  • The brown blocks over this pit seem to show how a block over you head can kill the momentum in a jump. Also not certain but getting the leaf here and falling into this pit could panic the player in finding out hitting A midair with this item will make you float a bit.

    Yeahs3
    Played
  • So this odd enough may be the first time see brick blocks. And hitting the left teaches us how moving shells react with brick blocks. To the right shows how moving shells fit down narrow areas. Also if the player hits the exposed block after using the shell they will get a new object. This one turns coins to blocks, and the other way around too. This preps players with knowledge for later

    Yeahs3
    Played
  • This is the sort of final challenge untill the end of the level. You need to hold A to vault this pipe and also jump the gap too. If you hit the side of the pipe you will die sadly. This first level shows many of the main mechanics whilst also keeping secrets for advanced players. Honestly this is a fun and good design for a first level

    Yeahs3
    Played
  • sorry... got bored of this REALLY quickly

    Yeahs0
    Played

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