Mario Melodies: Variation part.2
Saturday, June 21, 2008 at 9:34PM
Richard Terrell (KirbyKid) in Level Design, Platformer, Super Mario Bros., Variation

Last time in Mario Melodies: Variation part.1, I talked about the different types of variation. Before leaping into open variation, I wanted do a few more examples on strict variation using Super Mario Bros.

Remember, the mechanics of Super Mario Bros. are...

Minimum difference: Super Mario Bros. is quantified by the unit brick. This means that all the attacks, level elements, enemies, and players are designed to take up space by the brick. Small Mario is about the size of a brick, and ducking Big Mario is a brick high as well. The shortest jump possible clears a distance of two bricks while Mario's largest jump clear a distance of 5 bricks. Little did I know when I first concluded that Super Mario Bros. was quantified by teh brick unit that the elements in the game are set into a grid system that is made up of units that are as large as a single brick. So, in this special case, the game really is quantified by the unit brick.

 

Things to note...

 

 

BOWSER BATTLES

 

 


BONUS STAGES

 

 



ENDS OF LEVELS

 

 


As an exercise with these end of the level distinct sections, notice how the variation goes back and forth between linear variation, conceptual variation, and static/diminishing/refining trends. It should be obvious that in world 8, the segments are the most difficult. Once you start noticing the variation in a game like Mario, you'll begin to hear the "voice of the developers." More on that later.

 

 

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