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Competition Analysis

Super Mario Bros.

  • Level Design

    Level is split into different sections: slow beginning, introduction to parkour and then enemies. That builds up tension and exploration, because players are looking forward to what happens next.

    Source

  • Camera: Virtual Camera System

  • GUI: World, Timer, Coins, Points

    Source

  • Platform: Console

  • Venue: Living room, LAN party?

  • Game Space: Divided in Space

  • Lights: Indirect

  • Interesting design decisions:

    • Different types of tubes (extra rooms, opponents, nothing) with the same design
  • Decision options for the player

    • Freely movable player

    • Can jump into ‘nothingness’

    • → Dies as feedback for the wrong decision

    • Can jump on opponents

    • ?-blocks


Feuer und Wasser (Fire and Water)

  • Camera: Fixed

  • GUI: Timer

  • Platform: Web

  • Game Space: Web

  • Lights: Indirect

  • Interesting Design Decisions:

    • Different coloured water (red can only pass through red water, blue only through blue water)

    • Boxes: Pressure plates, steps

  • Decision options for the player

    • Free moving players

    • Can jump into the wrong water

      → Dies as feedback for the wrong decision