Comments on: The Anatomy of Super Mario II: Concrete design http://www.anatomyofgames.com/2013/05/30/the-anatomy-of-super-mario-ii-concrete-design/ Defunct, amateurish, game design analysis by Jeremy Parish Wed, 25 Nov 2015 23:31:21 +0000 hourly 1 https://wordpress.org/?v=4.5.7 By: MetManMas http://www.anatomyofgames.com/2013/05/30/the-anatomy-of-super-mario-ii-concrete-design/#comment-1772 Sat, 01 Jun 2013 00:18:59 +0000 http://telebunny.net/toastyblog/?p=8026#comment-1772 True indeed. Speaking of backflips, if you sit at the title screen of DK94 long enough, a demo video showing off Mario’s various acrobatics will play. It doesn’t tell you how to do any of them, but everything Mario shows off in the demo can be duplicated in-game.

For how few buttons are used, Mario is very versatile in Donkey Kong ’94 and Super Mario 64.

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By: jparish http://www.anatomyofgames.com/2013/05/30/the-anatomy-of-super-mario-ii-concrete-design/#comment-1771 Fri, 31 May 2013 23:26:57 +0000 http://telebunny.net/toastyblog/?p=8026#comment-1771 Another point about the backflip: The first time most DK veterans played DK94, they never thought to try using SM64-style moves since (1) they weren’t in the original DK, which DK94 closely resembles at first, and (2) SM64 wasn’t out yet so no one would have thought, “I bet Mario can do a backflip!”

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By: MetManMas http://www.anatomyofgames.com/2013/05/30/the-anatomy-of-super-mario-ii-concrete-design/#comment-1770 Fri, 31 May 2013 22:07:11 +0000 http://telebunny.net/toastyblog/?p=8026#comment-1770 True, the backflip makes things easier, but the level was also on a smaller scale to fit the Game Boy’s screen resolution.

Of course, there is a level late in the game that’s more on scale with the 25m we know and love.

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