Analysis of "super Mario Parkour" flash point

Flash point 3D latecomers focus

youxibang· 2016-12-20 22:56:58

Author: Dan Felder

3 days before I write this article, also is in December 15th, "super Mario Parkour" was born. As we expected, the game's sales soared, but at the same time the game has only 2.5 stars rating. But under such a low rating is actually a really good game. Even though the player complains about the payoff structure, always online and other issues, you can feel the charm when you really play it.

will be "super Mario Parkour" said for the last Parkour game is wrong. The game is designed to study elegance and skill based adaptability. "A Mario themed super Mario" and unlike mobile phone games parkour. It is more like a button with the classic Mario platform game.

let's focus on some classic Mario gameplay.

this is a Speedrun world, so in the first of the "Mario brothers" you will feel that this is not like your game. But this is also the core of the game. You can jump when you move to the left side of the screen. If you jump in time, you can play games effectively. Otherwise you will be frustrated here. So the core of this game is about timely jump.

let us focus on the "super Mario Parkour".

"super Mario Parkour" gameplay "and" the Super Mario Bros. Speedrun very similar. Although the former only has a button, but the game is very focused on the core player input, that is timely jump. The game emphasizes elements that allow Mario to run and delete everything else.

but an excellent Mario level is not just pressing the right buttons. About those moments you need to stop for a while? Like when you need to be careful to jump onto a mobile platform.

those red bricks with pause signs are the answer. When Mario was running on these bricks they will stop moving until you tap on this. Similarly, when Mario landed on a mobile platform, he automatically ran to the center of the platform and began to wait, as if there was a suspended brick. This means that players can always perfectly set their next jump time.

mario (from Gamasutra)

currency layout is also around the needs of the game in, =''>

super-mario-run-screenshot (from Gamasutra)

see the green arrow on the map? As long as the touch it can create a path from here to the currency (app: This is another method to do). Although the player may fall from the original currency path, the arrow will effectively attract the player's attention to the right direction. It also helps the player analyze the route he needs to go ahead and not let the screen be confused with gold coins. This small decision is the highlight of this game.

in order to be able to add some flexibility in the level design, designers also need to use different types of arrows.

see those pointing to the blue arrows on the left side of the screen? If you jump above these arrows, you jump backwards. This currency mode will set a special loop where you can pick up the currency while jumping backward, then you flip back to get the pink currency and jump down the other end. The use of these arrows as well as the jump along the wall allows players to jump backward, so designers can make more flexibility. Although

does not consider money to complete a level is very simple, but follow the currency can create additional motivation for the players, which is more attractive than the flower system. After all, you really need to trigger all the flowers in one area to complete the challenge. In the "super Mario Parkour", although the money is something that people want, but for some main levels they just can choose. Players can get what they want according to their own ideas.

this is some tool for level designers to create a flexible challenge for a Mario level based on a key system. What about the enemy? If the player is always full speed ahead, they will rush directly to goombas.

repeated heavy impact enemy will destroy game flow. So "super Mario Parkour" taken with the same set of monetary method to set the enemy. Hitting the enemy directly on the ground does not kill players. Because Mario will gracefully over the enemy. But if you press the jump when Mario jumps, you can be rewarded based on your own pattern. This will also ensure that players are always in the level flow. The

game also distinguishes each level by assigning different bonus currency patterns in the level. The first mode is to place 5 pink currencies in the level where players can easily reach. If players can pick up these 5 currencies and complete the level they will be rewarded and open the purple currency. Purple money is harder to find in games and often requires players to gather more sophisticated skills. This challenge will give players black currency, usually players need to try many times to get the skills required to pick up the black currency. Because the "super Mario Parkour" and will not easily let go back to the other game player, Mario game, here a collect all 5 currency even more waste of time but also more satisfying.

players in the game can go backward ability is very limited. Whenever Mario dies, he walks back in the bubble. Game player can let him tapping the screen where you want regeneration. Players can't repeat this in every level, but if the player wants to complete a jump to get a special currency, use one of his bubbles before Mario dies.

this game level is a time limit. Because if not, the player may jump in a specific area. The time limit allows players to toss themselves in certain areas in a timely manner, and had to give up and move backward. Although this setting sometimes makes me very helpless, but it can help me to get a complete game experience.

before we need to talk about the end of the Toad Rally mode.

this is the most fun mode in the game. In Toad Rally players can compete asynchronously with other players in different order. The game will claim that you are playing against other players' styles. Although I do not know how this decision, but we will feel such a fierce competition. Players will quickly move through a currency filled barrier to compete to gain more money than their rivals and create faster moves. On the left is a full screen, game player 3D Mario model with a jump in the currency based on the path. The player's opponent is based on 2D Mario mode along the path below the screen.

any simple design problems can cause players to deny each other's currency. This will make the whole model into always winning competitions, the game player may be all the money collected in the bag, or the game level will be divided into two paths. To avoid this problem designers can allow players to enter the same process mirror. Players will be able to see what the opponent is doing, in which part of the checkpoint, and players can also pick up the same currency at the same time. The game designer left an element in the classic contest and set the banner in the level. The first player who meets the flag can claim to get a flag and get a lot of money. This is also the player further forward momentum.

Toad Rally also doping gaming psychology, that is, when players run to provide them with multiple cumulative reward". Coin Rush can create more money for players, but also temporarily create a yellow star currency vacuum cleaner for you. It would be great if you could have these two functions at the same time.

Toad Rally is to create more diversity and instant goals as the driving force. Players always want to be able to beat their opponents and not just go ahead against another level. If the player fails, the game will provide you the opportunity to face the same opponent again in the same place. Winners will not face such choices. And because the player is already familiar with the level, it will be better than the first time. This can also be more fair to replace the negative experience. Because the player will probably win another confrontation.

I'm sure we will be in a few days or weeks to see more about the "super Mario Parkour" profit strategy description. So I'm not going to talk about it here. Today my focus is mainly on how Nintendo uses a button to create such a Mario game and how it works. Elegance is the most unique feature of excellent game design, and adaptability is the most unique challenge.

(this is a game state /gamerboom.com compile refuse not to retain any copyright forwarding, for reprint please contact:

The Brilliance of Super game) Mario Run

by Dan Felder

Super Mario Run charged out on December 15th, three days ago as of this writing. While its sales have skyrocketed as we d expect the game ", is currently suffering a shocking 2.5 star rating. However, these low ratings mask a brilliant game. While players rightly complain about the monetization structure, always-online requirements, and other issues surrounding the experience Super Mario Run shines like an invincibility star when you re actually playing the game.

Dismissing" Super Mario Run as a late-comer to the runner genre is a mistak E. The game s design is a study "in elegance and skillful adaptation. Super Mario Run doesn t feel like a Mario-themed" mobile game. It feels like you re playing a classic Mario "platformer with just one button.

Let s take a look at" some classic Mario gameplay.

This is a world record Speedrun, so it might not look like your own experiences with the original Mario Bros. However, this is the core of the game. You move to the right of the screen and time your jumps. If you time your jump well, things work out for you. If you don t you hit a setback. ", At its core, Mario Bros. is all about timing your jumps.

Let s" take a look at Super Mario Run.

Super Mario Run s gameplay ends up looking 'very sim Ilar to the Mario Bros. speedrun. Despite having only one button to work with, the game focuses in on the core player input: timing jumps. It automates the rest for you. They focused on the essence of what makes Mario work and stripped away everything else.

However, a good Mario level often isn t played just holding down "the right button. What about those times when you need to stop for a second For example, what if? You need to carefully time a jump onto a moving platform

See that red brick with the? Pause sign? That s their answer. The moment" Mario runs on top of that brick he ll stop moving until you "tap the screen again. Likewise when, landing on a moving platform Mario will automatically run to the center of th E platform and wait as though there was a pause brick there. This means you re always perfectly set up "for your next timed jump.

The layout of coins also works around the game s needs. Instead of being" scattered across the screen in half a dozen Mini platforming challenges you can optionally engage in, the coins form directional paths through the levels. One of the best examples of this are the arrows.

See that green arrow Touching it will create a? Path of coins extending from its tip that otherwise won t appear. While a player "might otherwise fall diagonally through a coin path that already exists, the arrow gives players a focused section of the screen to jump in and a direct payoff right after. It also helps PLA Yers mentally parse their paths going forward without cluttering the screen with golden coins. It s these kinds of small "decisions that really make the game hum.

The designers also used a different kind of arrow in order to get some added flexibility in their level design.

See those blue arrows on the ground, pointing to the left side of the screen If? You jump while on those arrows you jump backwards. This coin pattern ll sets up a fancy loop, where you pick up the coins on the ground while running forward, then time your jump to flip backwards up the path to the pink coin and down the other side. The use of these arrows, along with wall jumps that provide a similar backwards leap, gives the designers a lot more Flexi Bility.

Completing levels without caring about the coins is often easy, but following the coins creates an 'extra credit motivation' that 's even more accessible than Flower s similar system. After all ", you need to actually trigger all the flowers in an area to complete that section of Flower. In Super Mario Run, the coins are clearly desirable but they re entirely optional for the" main levels. You can get as many or as few of them as you wish, but Dang does it feel good to get them.< /p>

Alright, that goes into some of the tools the level designers use to create the flexible challenges of a great Mario level with a simple one-button system. But what about the enemies Most players are going to? Run straight into goo MBAs if they re always charging ahead full "speed.

Repeatedly slamming into enemies would kill the flow. Instead Super Mario Run takes a similar philosophy to enemies as it does with the coins. Running straight into an enemy on the ground doesn t kill you Mario", gracefully vaults over them. However, if you hit Jump while vaulting you get a bonus depending on the mode you re in. This keeps you "in the flow of the level.

The game also gets extra use out of each level by scattering different patterns of bonus coins throughout them. The first pattern places coins throughout the level 5 pink in easily reached locations. Completing it while picking up all coins earns you a bonus 5 and unlocks the purple coins. The purple Co Ins are harder to find and require more impressive acrobatics to collect. Completing that challenge brings out the black coins, which demand acrobatics that will take some serious practice to pull off. Because Super Mario Run doesn t easily allow you to "go backwards, collecting all five coins in one run is a much more time-consuming and satisfying feat than in other Mario titles.

You do have a limited ability to go backwards though. Whenever Mario dies, he floats backwards through the level in a bubble. You can tap the screen to respawn him when he s at the place you" want. You can only do this a limited number of times each level, but you can also use one of your bubbles even before Mario s death if you want "to re-do a tr Icky jump to pick up a special coin.

Finally, levels have time limits attached. Otherwise the players might spend forever in certain wall-jumping sections trying to make a particular jump over and over again. The time limit allows you a reasonable amount of excess time to frustrate yourself in these sections, but ultimately demands you give up and move forward. This limitation might annoy me while I m experiencing it but it "," s definitely helped my experience overall.

Before we wrap up though, we need to talk about Toad Rally.

This is the most fun mode of the game. In Toad Rally you compete asynchronously against other players in mashups of various courses. The game claims you re playing against the other playe " R 's' style' I 'm not.' s sure how that determined but the competition feels, intense. You race through a coin-rich level, competing to pick up more coins than your opponent and pull off more fancy moves (such as jumping while vaulting over an enemy In the above left). Screen, you. "Re the full 3D Mario at the top going for a jump to pick up that rich path of coins. Your opponent is the 2D Paper-Mario figure taking a path along the bottom of the screen.

The easy design mistake would be allowing players to deny each other coins. This would turn the entire mode into a race to always be ahead, as you" ll get the lion share of all the coins, or else necessitate continually breaking levels into two paths. Instead t He designers simply let players engage in mirrors of the same course. You can see what your opponent is doing, and where they are in the level, and you can both pick up the same coins. The designers did maintain one aspect of a classic race, spawning flags throughout the level. The first player to touch a flag claims it and gets a burst of coins. This is your incentive to be further ahead.

Toad Rally also taps into gambling psychology providing multiple you can "jackpots" hit during your run. Coin Rushes spawn far more coins for you to pick up, while snagging a yellow star vacuums in coins around you for a short while. Having both at once is exponentially awesome.

Toad Rally works by creating increased variety and an IMM Ediate goal. You want to beat your opponent right now, not just eventually progress toward defeating yet another level. If you lose, the game provides you with an option to play the same opponent again on the same course. Winners don t get this option. Because 'you' re now more familiar with the course you re likely to do "a lot better than you did the first time. This helps replace a negative experience with a sense of justice. You won the rematch.

I m sure we 'll' see many pieces in the upcoming days and weeks about Super Mario Run s unusual monetization strategy. 'That' s not my focus here. My focus is on how Nintendo made a Mario game with just one button and why it works so well. Elegance is the most elusive Quality of excellent and are uniquely challenging.

Excellent job Now let 's talk that always-online adaptations thing Nintendo. about design... (source:gamasutra)

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