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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
arrowarrow PreviousNext arrowarrow(Page 18/31) [Article Start]


 

Broken or Seamless Flow Between Actions?

 

Do the characters’ different actions tween together when performed in a random sequence? Is there recovery time and hence, broken visual and physical flow between actions?

Clearly, in all cases, seamless physical flow is favoured - except for the odd move which requires the character focus all their weight, energy and intention toward one target for a power attack. Even then, those kinds of move - in all the games containing them - tend to have a minor recovery time, which isn’t significant enough to feel like you’ve had the wind taken out of you.

 

Input Sensitive Action?


If the player presses down on the button for different lengths of time, does the action activated react relative to this?

This is an important factor, as it’s an intuitively brain-wired action by complete non-gamesplayers to hold down a button to make the action last longer. This means it forms a substantial part of a new gamer’s first subconscious judging of whether the game conforms to their idea of what is and isn’t coherent. It makes perfect sense to cater for this and all games - even since SMB3’s days - provide for this.

Additionally, Sonic Adventure, Super Mario Sunshine and Jak and Daxter’s movement mechanics are context dependent to a higher degree, using the analogue controller to range between many more subtle ranges of slow and fast movements than the 2D games, where a button or an acceleration mechanic were used for speed.


arrowarrow PreviousNext arrowarrow(Page 18/31) [Article Start]


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