The World Design of Super Metroid | Boss Keys
Added 2018-09-03 14:58:23 +0000 UTCHoly moly! Did you see the Game Jam? We got over 1,000 entries. That's incredible. Please take a moment to try some games and give them ratings.
To celebrate, here's the episode that just slipped past August - the Boss Keys episode on Super Metroid. I hope you enjoy it.
Comments
Also, I am EXTREMELY hyped for Symphony of the Night's episode. Great work! :D
Matthew Wilmsmeyer
2018-09-03 16:53:49 +0000 UTCExcellent episode, Mark! Hearing the way you've analyzed it, it actually seems really similar to Patrick Holleman (Reverse Design)'s analysis of Chrono Trigger ( <a href="http://thegamedesignforum.com/features/reverse_design_CT_1.html" rel="nofollow noopener" target="_blank">http://thegamedesignforum.com/features/reverse_design_CT_1.html</a> ) - that is, a fairly straightforward, linear, and hand-holding arc (locking doors behind the player, for instance), followed by a break-out point and opening up of the game to allow a myriad of choices, including many that the player was introduced to (but couldn't follow up on) during the first Act.
Matthew Wilmsmeyer
2018-09-03 16:47:07 +0000 UTC