MFGG Forums
  • Home
  • Members
  • Help
  • Search
MFGG Main Site MFGG Forums MFGG Developer Discussion v
« Previous 1 … 7 8 9 10 11 … 16 Next »
SMB3 Level Design Discussion
MFGG Forums MFGG Developer Discussion v
« Previous 1 … 7 8 9 10 11 … 16 Next »
SMB3 Level Design Discussion
MFGG Forums MFGG Developer Discussion v
« Previous 1 … 7 8 9 10 11 … 16 Next »
SMB3 Level Design Discussion
Mark All Posts Read Today's Posts

SMB3 Level Design Discussion
United States VinnyVideo
Can't have an avatar without a Shy-Guy
Site Developer
Main Site Moderator Site Developer/Webmasters Wiki SysOp Big Help Submitter Super Reviewer (2) Wiki Contributor Sprite Comp Runner-Up Minigame Comp Winner Minigame Comp Runner-Up Minigame Comp Top 5 (3) Music Comp Winner Music Comp Runner-Up Music Comp Top 5 (2) Drawing Comp Top 5 Game of the Month Winner NCFC Contributor (4) Secret Santa (5) MFGG 17th Anniversary MFGG 18th Anniversary MFGG 19th Anniversary Ye Olde MFGGe Retro Game Jam Participant MFGG Awards 2010 Winner MFGG Awards 2011 Winner MFGG Awards 2012 Winner MFGG Awards 2013 Winner MFGG Awards 2014 Winner MFGG Awards 2015 Winner MFGG Awards 2017 Winner (3) MFGG Awards 2019 Winner MFGG Awards 2024 Winner
#3
02-09-2019, 09:41 AM (This post was last modified: 12-27-2019, 09:28 PM by VinnyVideo.)
A good analysis! I've played this level dozens (probably hundreds) of times by now, but it's interesting to think about every detail of the level and why each feature exists. It serves as a tutorial level, although it's different from tutorial levels in most newer games - the level design suggests ways you can use the new power-ups you just found, but the game doesn't tell you exactly what you have to do to do things, like flying or using your spin attack. I understand why newer games tend to have detailed in-game instructions on how to use a new mechanic, but there's also an appeal to throwing a player out in a game world and encouraging them to learn how to do things on their own.

I agree that the first Venus Firetrap probably should've been later in the level. I remember SMB3 was the first game I ever played, back when I was three years old! I had some trouble getting past the first Venus Firetrap (although they're easy to avoid if you know to stand by their pipe to prevent them from emerging). Still, for a game like SMB3, it would've been better to place a regular Piranha Plant instead of the first Venus Firetrap.

[12/27 Edit: Added a missing "do" because it was bothering me.]
Course clear! You got a card.

[Image: CourseClear.gif]

[-] The following 2 users Like VinnyVideo's post:2 users Like VinnyVideo's post
  ↳ OddieTheRock, Q-Nova
« Next Oldest | Next Newest »

Users browsing this thread: 1 Guest(s)



Messages In This Thread
SMB3 Level Design Discussion - by Q-Nova - 02-09-2019, 01:12 AM
RE: SMB3 Level Design Discussion - by Aaendi - 02-09-2019, 02:18 AM
RE: SMB3 Level Design Discussion - by VinnyVideo - 02-09-2019, 09:41 AM
RE: SMB3 Level Design Discussion - by Q-Nova - 02-14-2019, 12:28 AM
RE: SMB3 Level Design Discussion - by VinnyVideo - 02-14-2019, 09:00 PM
RE: SMB3 Level Design Discussion - by Q-Nova - 02-15-2019, 08:08 PM
RE: SMB3 Level Design Discussion - by VinnyVideo - 02-15-2019, 08:34 PM
RE: SMB3 Level Design Discussion - by Yakibomb - 02-18-2019, 04:56 PM
RE: SMB3 Level Design Discussion - by Vitiman - 02-19-2019, 05:21 AM
RE: SMB3 Level Design Discussion - by Q-Nova - 02-23-2019, 11:26 PM
RE: SMB3 Level Design Discussion - by VinnyVideo - 02-24-2019, 06:23 PM
RE: SMB3 Level Design Discussion - by Q-Nova - 04-20-2019, 09:48 PM
RE: SMB3 Level Design Discussion - by SilverVortex - 04-21-2019, 04:56 AM
RE: SMB3 Level Design Discussion - by VinnyVideo - 04-21-2019, 08:43 AM
RE: SMB3 Level Design Discussion - by Q-Nova - 06-12-2019, 12:12 AM
RE: SMB3 Level Design Discussion - by WasabiCatto - 06-13-2019, 02:36 AM
RE: SMB3 Level Design Discussion - by Q-Nova - 06-14-2019, 01:40 PM

  • View a Printable Version
Forum Jump:

Mario Fan Games Galaxy - Powered by MyBB | MFGG Staff | Contact Us

Linear Mode
Threaded Mode