ABSTRACT

The Reverse Design series looks at all of the design decisions that went into classic games. This is the third installment in the Reverse Design series, looking at Super Mario World. Written in a readable format; this game breaks down nicely into relatively short, separate sections. Reverse Design: Super Mario World is broken down into four sections with the final section a guide for level-by-level. The first three sections look at design history, cadences, skill and themes. The ideal experience of this Reverse Design is for you, the reader, to play each level as you read its analysis.

 

Key Features

Learn how classic games game to be and the ground-breaking design decisions that made them such hallmarks.

chapter 2|12 pages

Measurements and Their Meanings

chapter 3|11 pages

Challenges, Cadences, and Skill Themes

chapter 4|44 pages

The Moving Targets Skill Theme

chapter 5|37 pages

The Periodic Enemies Theme

chapter 6|32 pages

The Preservation of Momentum Theme

chapter 7|42 pages

The Intercepts Theme

chapter 8|14 pages

The Mini-Theme & Isolated Concepts

chapter 9|18 pages

Irregular Levels

chapter 10|13 pages

The Toolkit for Cadence Analysis

chapter 11|5 pages

Conclusion