Home Forums General Discussion A lesson in level design through Super Mario Land

  • This topic has 3 replies, 4 voices, and was last updated 12 years ago by Anonymous.
Viewing 3 reply threads
  • Author
    Posts
    • #7332
      Anonymous
      Inactive

      http://www.auntiepixelante.com/?p=459

      everyone makes shit games these days so get them all to read this.

      Other requirements to make games:
      -play Super Metroid
      -know the boss pattern for Megaman 2
      -have no desire to make Gears Of War 47

    • #44320
      Anonymous
      Inactive

      You know, I’ve never played super metroid. I actually got Metroid II – The Return of Samus for my gameboy back in 1992. I played that game for years. It was the single game that I never managed to finish. I got to the last boss, had every rocket, powerup, shield, the works and couldn’t finish it.

      17 years later (May 2009), I tried again and did it. The boss battle is in fairness a total piss take. 100+ rockets to the face/head?

      So I’ve never been too motivated to check out the SNES version. But then again…

      -B.

    • #44321
      Anonymous
      Inactive

      You know, I’ve never played super metroid. I actually got Metroid II – The Return of Samus for my gameboy back in 1992. I played that game for years. It was the single game that I never managed to finish. I got to the last boss, had every rocket, powerup, shield, the works and couldn’t finish it.
      [/quote:dc5db130a1]

      Lol. In Metroid 2 you shoot its gob till it roars, then crawl into its mouth as a ball, roll to the belly and bomb away. Should die in 2 or 3 rounds of that.

      Super Metroid however, is a whole different kettle of fish with much more fairer bosses. I highly recommend it as an excellent game with excellent level design.

    • #44323
      Anonymous
      Inactive

      I’m not sure it’s good level design to have a player make a choice, based on no information, and then punish the player when they make the wrong choice.
      For example, if small mario goes through the middle tunnel, he gets nothing. The player is arbitrarily punished.
      Also the respawn for the ‘tough enemies’ later in the level is after the place he’s talking about.

      He didn’t discuss the option of sending a superball down the tunnel to get some of the coins. This is actually the best strategy, it’s tricky, but you get some of the coins, and keep your ability to shoot.

Viewing 3 reply threads
  • The forum ‘General Discussion’ is closed to new topics and replies.