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By Daniel Boutros
[Author's Bio]

Gamasutra

August 4, 2006

A Detailed Cross-Examination of Yesterday and Today's Best-Selling Platform Games

Introduction
ArrowPlatform Games

CASE STUDIES
ArrowSuper Mario Bros. 3
ArrowRayman
ArrowSonic the Hedgehog 2
ArrowCrash Bandicoot
ArrowSonic Adventure
ArrowSuper Mario Sunshine
ArrowJak & Daxter
ArrowNew Super Mario Bros.

VISUALS
ArrowPt. 1
ArrowPt. 2
ArrowPt. 3
ArrowPt. 4

CONTROLS
ArrowPt. 1
ArrowPt. 2
ArrowPt. 3
ArrowPt. 4

REWARD ELEMENTS
ArrowPt. 1
ArrowPt. 2
ArrowPt. 3
ArrowPt. 4
ArrowPt. 5

CHALLENGE AND REWARD DESIGN
ArrowPt. 1
ArrowPt. 2
ArrowPt. 3

SHORT-TERM CHALLENGE DESIGN
ArrowPt. 1
ArrowPt. 2

CONCLUSION
ArrowConclusion
ArrowClosing Opinion
Arrow2006 Final Thoughts

 



Features

A Detailed Cross-Examination of Yesterday and Today's Best-Selling Platform Games
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2: Controls

If you can’t control the game, you’re watching an animation.

 

Movements possible pre-power up…

…across how many buttons?

Control tutorial?

Broken or seamless flow between actions?

Input sensitive actions?

Jump – which doubles as an attack during descent.
Accelerating run.
Break environment.
Slide.
Climb ladders.
Pick-up enemy.
Bounce – off enemies only.
Kick enemy.
Throw enemy.
Enter Pipe.

2

No

Seamless

Yes

Jump – which doubles as an attack during descent.
Aerial spin attack.
Charged spin attack.
Break containers and rocks.
Spin bounce – off containers and enemies only. 

1

No

Seamless

Yes

Jump.
Crawl.

2 (later becomes 4)

No

Seamless

Yes

Jump – which doubles as an attack during descent.
Spin attack. Bounce – off containers and enemies only.
Break containers.

2

No

Seamless

Yes

Jump – which doubles as an attack during descent.
Aerial direct attack.
Aerial spin attack.
Charged spin attack.
Run.
Bounce – off containers and enemies only.
Break containers and marked objects.
Pick-up object. Throw.

2

Only hints

Seamless

Yes

Punch.
Spin attack.
Kick.
Jump.
Double-jump.
Air-stomp.
Rising-uppercut. Momentum-affected jump.
Dive.
Hang.
Climb.
Talk.

4

Yes

Seamless

Yes

Jump – which doubles as an attack during descent.
Sidestep.
Spin-jump.
Side-ways jump.
Downward squash attack.
Upward travelling wall-bounce.
Dive.
Slide.
Pick-up object. Throw.
Back-flip.
3-stage sequential height increasing jumps.
Bounce – off containers and enemies only.
Break containers and marked objects.
Hang.
Climb.
Talk.

3

Yes

Seamless – bar the stomp attack which has slight recovery time

Yes

Jump – which doubles as an attack during descent.
3-stage sequential height increasing jumps.
Landing squash attack.
Wall bounce.
Accelerating run.
Break environment.
Slide.
Duck.
Climb ladders.
Pick-up enemy.
Bounce – off enemies only.
Throw enemy.

2

No

Seamless – bar the stomp attack which has slight recovery time

Yes


arrowarrow PreviousNext arrowarrow(Page 15/31) [Article Start]


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