Dev Game Club

DGC Ep 088: Super Mario 64 (part two)

Informações:

Sinopsis

Welcome to Dev Game Club, where we are in the midst of our series on 1996 3D platforming sensation Super Mario 64. We talk about level design, what permits its density, and then fall into a long chat about Nintendo's innovations in controls. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: To the second Key! Podcast breakdown: 0:33   Segment 1: SM64 Talk 43:46 Break 44:14 Segment 2: Feedback Issues covered: whether or not Mario is a plumber, how many stars to get, "not every star is created equal," the different blocks and where you need them, roomier spaces and how level design is overlaid to have multiple goals in a single space, clarity of options but less clarity of use, gating stars based on preceding actions, underestimating the balance and tuning of the designers, progression of difficulty of the stars, best of both worlds, getting later stars by luck and the sense of discovery, quest-like nature of the stars (and did the na