Comments on: The Anatomy of Super Mario: XIV. Whether underground http://www.anatomyofgames.com/2013/08/11/the-anatomy-of-super-mario-xiv-whether-underground/ 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: jparish http://www.anatomyofgames.com/2013/08/11/the-anatomy-of-super-mario-xiv-whether-underground/#comment-1947 Tue, 13 Aug 2013 16:32:44 +0000 http://telebunny.net/toastyblog/?p=8509#comment-1947 This is another example of good design. You quickly come to realize this trait of the plants because you’re almost certainly going to stand next to a pipe, waiting for the plant to emerge and retreat so you can dash over it. But it never comes out. Why? Because you’re standing next to it — the instant you back away, it pops out again. Simple, elegant, but clear.

]]>
By: Vega http://www.anatomyofgames.com/2013/08/11/the-anatomy-of-super-mario-xiv-whether-underground/#comment-1946 Tue, 13 Aug 2013 12:34:26 +0000 http://telebunny.net/toastyblog/?p=8509#comment-1946 The unwillingness of the piranha plants to come out if you’re next to their pipe is something I discovered on my own, but in retrospect I’m surprised about that. It seems like the sort of thing I wouldn’t have known unless I’d read about it beforehand. I forget the moment I discovered it.

]]>
By: jparish http://www.anatomyofgames.com/2013/08/11/the-anatomy-of-super-mario-xiv-whether-underground/#comment-1945 Mon, 12 Aug 2013 15:49:45 +0000 http://telebunny.net/toastyblog/?p=8509#comment-1945 Atari arcade games did that a lot. Star Wars and Tempest let you pick a level at the title screen, and Crystal Castles (1983) had an in-game warp.

]]>