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Super Mario Bros 3 Level Design Lessons

Started by April 22, 2011 06:38 AM
3 comments, last by Daaark 13 years, 9 months ago
SMB 3 Level Design Article

I've never thought of the different placement of the bricks, enemies, and ? blocks as hints to the player. It's obviously because playing the game and defeat the enemies was almost intuitive. No help necessary.

I wanted to post this as a news post in the front page, but I didn't know if that is the place for this. Plus this article is not new.

Beginner in Game Development?  Read here. And read here.

 

Probably also worthwhile to link to part 2.

Both parts also posted at Gamasutra, which is how I was aware of part 2 in the first place.
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Probably also worthwhile to link to part 2.

Both parts also posted at Gamasutra, which is how I was aware of part 2 in the first place.

That's what I get for posting so early in the morning... anyway, you're right.

Beginner in Game Development?  Read here. And read here.

 


[quote name='Anthony Serrano' timestamp='1303502477' post='4801723']
Probably also worthwhile to link to part 2.

Both parts also posted at Gamasutra, which is how I was aware of part 2 in the first place.

That's what I get for posting so early in the morning... anyway, you're right.
[/quote]

That's alright, because I just noticed that the author of that post linked to part 2 at the end of part 1 anyway (unlike more bloggers than I care to name), making my comment kind of unneeded.

Still, good stuff.
[size="1"]Rated thread 5 stars. I read this ages ago through Google Reader. Very good article. I think SMB3 is the best Mario game ever made. When I was 9 the my entire world revolved around that game. biggrin.gif

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